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    Small Poll about CS


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    Small Poll about CS  

    40 members have voted

    1. 1. Do you want the changes to go live on this CS?


    This poll is closed to new votes

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    • Poll closed on 11/02/2019 at 09:59 PM

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    Hi there!

    We have some new small changes to improve a bit the killabillity at CS while making sure the concept still remains the same (tanks barely killable and still team-effort for kills).

    Changes:

    - SD pots recover rate on SV20 from 5% to 4%.

    - Potions delay on SV20 from 1.2s to 1.5s.

    - CS overall damage increased with 6%.

    We made a Poll if you want the changes to go live on this CS as well or they will go live on the next CS.

    In order for the update to go live on this CS, the option must have at least 70%+ votes for yes.

    Poll will be closed on Saturday at 23:59.

    What I also want to let you know from now is that we will work on a V2 CS System (after we finish our current new systems) that will imply changes like: Handicap for consecutive CS winners, rewards for all loser CS participants (Guilds) based on number of points they made during CS, etc. This will be made based on your current feedback in order to both motivate other guilds to participate at CS and also boost the morale of losers at consecutive CS's, giving them small advantages vs the consecutive winners, so CS won't stay too long on the same alliance, balancing the power a little.

    I can't give an ETA about it, but at least 2-3 weeks from now.

    Cheers!

    "The only way to do great work is to love what you do" - Steve Jobs

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    If damage increases the delays of hp potion should stay the same,the rest is good

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    Just now, Chukundah said:

    If damage increases the delays of hp potion should stay the same

    Agree. Doesn't make any sense to change two opposite things at once

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    4 minutes ago, losiu03 said:

    Agree. Doesn't make any sense to change two opposite things at once

    It makes sense, potion delay affects tanks more than cs damage, overall damage increase is more for non tank chars, but is not that noticeable (think about 6% from let's say 1k sd damage), but it adds up with the rest of changes.

    "The only way to do great work is to love what you do" - Steve Jobs

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    Hi, i think what its a good idea to change something, but no in that part.

    First i think what we need to clean Earthshake efect from DL, its rly trash when a lot of DL's just spam that skill.

    Secondly, the reason why we have such a low kill potential...okay, okay, I know I'm boring everyone with this idea...its BK, all classes put a lot of stamina for the sake of not dying with one combo. 

    The gameplay looks balanced until BK comes, i fight with all classes and we have +- normal balance, depend just from the items and rr, exclude BK. I took the advice of the admin and threw a lot of stamina, now my dmg is less but whatever i die from 1 combo. I send proof to admin but i think he dont care about it and just ignore me. ok NP.

    And times perishing all began to write what have them here weak characters, want in third remind that "FireSlash" not works under congestion people, that makes MG almost useless

     

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    13 minutes ago, Shuryk said:

    Hi, i think what its a good idea to change something, but no in that part.

    First i think what we need to clean Earthshake efect from DL, its rly trash when a lot of DL's just spam that skill.

    Secondly, the reason why we have such a low kill potential...okay, okay, I know I'm boring everyone with this idea...its BK, all classes put a lot of stamina for the sake of not dying with one combo. 

    The gameplay looks balanced until BK comes, i fight with all classes and we have +- normal balance, depend just from the items and rr, exclude BK. I took the advice of the admin and threw a lot of stamina, now my dmg is less but whatever i die from 1 combo. I send proof to admin but i think he dont care about it and just ignore me. ok NP.

    And times perishing all began to write what have them here weak characters, want in third remind that "FireSlash" not works under congestion people, that makes MG almost useless

     

    This is not a topic for your complaints, as I said, if you think that bk is that easy and strong just play it, nothing holds you do to so, and nothing ever did.

     I'll delete other off-topic replies.

    "The only way to do great work is to love what you do" - Steve Jobs

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    I can agree with everything you proposed so far - but I am gonna make another one -> increase the Earthshake cooldown near stamps (like you did with Teleport and other spells in 4x4 range) from 8 to 12-18 seconds. For now this game turned more on game of moves (or just rapidly spam spells to gain advantage) and we don't see any pvp action which is irratating. 

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    What should we see next? Zutto saying we need cooldown for combo ?:))

    I always tell the truth, even when I lie.

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    11 hours ago, RedBuLL said:

    What should we see next? Zutto saying we need cooldown for combo ?:))

    None of your guild BK's can land more than 1 combo in 1 minute, so basically don't believe we need such an action :) You are basically enjoying this meta cause you don't have people who can kill other people? :)

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    .

    I always tell the truth, even when I lie.

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    :)

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    Changes are up to today's CS as well.

    Thanks for your votes!

    "The only way to do great work is to love what you do" - Steve Jobs

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    Any feedback after the fight? I see castle owner changed.

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    @Teranu

    Cant stack 20 dls mgs bks whit horses and weapons skills to win anymore 👍🏻

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    The changes are very good for this stage of the game still some chars are very tanky but this depends of the choise they made . And one more thing , i think admin should put low drop on fruits so we cannot change before cs and after cs we change back , just a feedback 

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