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> Gely not being able to attack..., ...Is a lie.
MB777
post Oct 24 2009, 08:43 PM
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I have noticed when on An's website and having a look at his guestbook. (Yes, I looked at it. Slap me.)

Gely not being able to attack after he moves is not a bug.

Please take note of that you cannot move and attack on the same turn. It even states in his profile under perks that he cannot move and attack at the same turn.

And with that, it's back to maths.


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Furb
post Oct 24 2009, 08:53 PM
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Do you mean that everyone could attack the Gely, or what? Because he has 4 Move and 4 Rage, which would cover almost the entire field!

I think it's also the Gely good not to attack and can run simultaneously.


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MB777
post Oct 24 2009, 09:27 PM
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I mean...

People are complaining about Gely's "Dark Ranger" Perk.

And yes, if he could run and attack, he would kill everyone.


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Chamomile
post Dec 6 2009, 07:35 AM
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I believe one issue that was raised by many people was the fact that Gely's turn was automatically finished one he moved. Several people, myself included, have lost battles because of a mis-click during Gely's move phase, and since the turn ended, we couldn't correct the mistake.
Suggestion: Change Gely's move/attack phase set up. If Gely moves, make it so that his base perk (Dark Ranger) reduces his attack range to 0, so that he still gets an attack phase, albeit a useless one. This will give players a chance to correct mistakes, as well as plan their movements.


(EL) While I agree entirely with your suggestion, my thread is solely for balance issues. I've moved your post to a more relevant thread.
Reason for edit: (EL) moved post here


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Lexace
post Dec 10 2009, 10:37 AM
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I think Gely needs to be able to move as well as attack =/.
Especially for those who have Gely in sniper build.
Gely is pretty fragile in sniper build.
And the fact that he can't move and attack at the same time greatly hinders his sniper capability.
Perhaps An can try tuning down Gely's status for a change of 4 range attack and movements.


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Chamomile
post Dec 10 2009, 09:22 PM
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QUOTE (Lexace @ Dec 10 2009, 02:37 AM) *
I think Gely needs to be able to move as well as attack =/.
Especially for those who have Gely in sniper build.
Gely is pretty fragile in sniper build.
And the fact that he can't move and attack at the same time greatly hinders his sniper capability.
Perhaps An can try tuning down Gely's status for a change of 4 range attack and movements.

No, because then Gely would be too god-like. When Gely has the Sharpshooter perk active, he has around 6 range. That is Un-Freaking-Believable. Being able to move and attack would mean that his already unholy range would be exploited even more. Plus, Gely just wouldn't be Gely if he could do that...

We really don't need Gely to be able to move and attack, but we need Gely to have an attack phase with a range of 0, so if we make a mistake during his move phase, we can use the "undo" option and not waste a turn.


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EternalLurker
post Dec 10 2009, 10:12 PM
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QUOTE (Lexace @ Dec 10 2009, 05:37 AM) *
Gely is pretty fragile in sniper build.
...Yeah, to compensate for his epic damage and range. If you want him to be able to move around to safety and kill everything he sees, why do you even need other party members?

Learn to use the Fool for mobility if the massive range of Red perks is somehow not more than sufficient for you. Castling is amazing.
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Mokona
post Dec 18 2009, 10:12 PM
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QUOTE
Suggestion: Change Gely's move/attack phase set up. If Gely moves, make it so that his base perk (Dark Ranger) reduces his attack range to 0, so that he still gets an attack phase, albeit a useless one. This will give players a chance to correct mistakes, as well as plan their movements.

I agree completely, but you can still summon/soulburst/dispell your tarot during this phase, so it may not be useless.


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Kiebur
post Dec 18 2009, 11:57 PM
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QUOTE (Mokona @ Dec 18 2009, 10:12 PM) *
I agree completely, but you can still summon/soulburst/dispell your tarot during this phase, so it may not be useless.


absolute agree.

i cannot count how many times i would accidentally move him and then lose his turn (IMG:style_emoticons/default/sad.gif)
especially annoying when i was wanting him to do something >_< '


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timbits1o1
post Dec 19 2009, 12:45 AM
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you know what? that could be a good idea as it makes up for how the hanged man always needs two turns to be summoned in the right spot.


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Kiebur
post Dec 19 2009, 01:16 AM
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QUOTE (timbits1o1 @ Dec 19 2009, 12:45 AM) *
you know what? that could be a good idea as it makes up for how the hanged man always needs two turns to be summoned in the right spot.


i KNEW there was a reason (other than my general idiocy) why i kept moving him forgetting that made him unable to attack.
thanks timbits


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Chamomile
post Jan 8 2010, 03:31 AM
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QUOTE (Lexace @ Dec 10 2009, 02:37 AM) *
I think Gely needs to be able to move as well as attack =/.
Especially for those who have Gely in sniper build.
Gely is pretty fragile in sniper build.
And the fact that he can't move and attack at the same time greatly hinders his sniper capability.
Perhaps An can try tuning down Gely's status for a change of 4 range attack and movements.


BOO, NECRO POST!

Anyways, Addressing the bolded quote section, I am:

When Gely is in the Sniper build, he does have very weak HP. This, however, does not make him weak in terms of survivability. A Sniper Gely can leech unholy amounts of HP from T.Happy and A.Crusher with the Fool on the field, and if he's been soulbonded with Death, that gets bumped up even more. As well, when Gely hits 3 red perks, he activates his Sharpshooter Central Perk, which gives him a blasphemous 60% HP leech. 60 % of his 8000+ damage. (That's 4 800, for those of you who don't want to expend any energy on calculating it.

So, Gely really doesn't need to be able to move and attack, seeing as how Sharpshooter also gives him 6-7 range. With that kind of range, he can stand at the very back of the map where he won't get attacked, and shoot. If he could move and do that at the same time, Gely would soon be so OP that An would have to remove him from the game, for fear of making the game too easy (IMG:style_emoticons/default/tongue.gif)


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Chamomile
post Jan 8 2010, 03:31 AM
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QUOTE (Lexace @ Dec 10 2009, 02:37 AM) *
I think Gely needs to be able to move as well as attack =/.
Especially for those who have Gely in sniper build.
Gely is pretty fragile in sniper build.
And the fact that he can't move and attack at the same time greatly hinders his sniper capability.
Perhaps An can try tuning down Gely's status for a change of 4 range attack and movements.


BOO, NECRO POST!

Anyways, Addressing the bolded quote section, I am:

When Gely is in the Sniper build, he does have very weak HP. This, however, does not make him weak in terms of survivability. A Sniper Gely can leech unholy amounts of HP from T.Happy and A.Crusher with the Fool on the field, and if he's been soulbonded with Death, that gets bumped up even more. As well, when Gely hits 3 red perks, he activates his Sharpshooter Central Perk, which gives him a blasphemous 60% HP leech. 60 % of his 8000+ damage. (That's 4 800, for those of you who don't want to expend any energy on calculating it.

So, Gely really doesn't need to be able to move and attack, seeing as how Sharpshooter also gives him 6-7 range. With that kind of range, he can stand at the very back of the map where he won't get attacked, and shoot. If he could move and do that at the same time, Gely would soon be so OP that An would have to remove him from the game, for fear of making the game too easy (IMG:style_emoticons/default/tongue.gif)


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Hale
post Jan 11 2010, 10:09 AM
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It would be nice to have it so you could undo Gelyan's phase if you moved by mistake, maybe a popup menu thing(that can be disabled for those who are more sure of what they're doing) asking if you're sure you want to move Gelyan here.

Then again, heaven knows what people who are complaining that the game is already slow would say though

p.s: XD; like I said, I play on a lot of forums. Forgot I signed up for this one >_>;
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Chamomile
post Jan 11 2010, 08:01 PM
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QUOTE (Hale @ Jan 11 2010, 02:09 AM) *
It would be nice to have it so you could undo Gelyan's phase if you moved by mistake, maybe a popup menu thing(that can be disabled for those who are more sure of what they're doing) asking if you're sure you want to move Gelyan here.

That's why I suggested this:
QUOTE (Chamomile @ Dec 5 2009, 11:35 PM) *
Suggestion: Change Gely's move/attack phase set up. If Gely moves, make it so that his base perk (Dark Ranger) reduces his attack range to 0, so that he still gets an attack phase, albeit a useless one. This will give players a chance to correct mistakes, as well as plan their movements. This will also give players a chance to summon the Hanged Man in a more useful position right at the start.


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Hale
post Jan 13 2010, 11:43 PM
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While that would work, I'd prefer not allowing them to summon on the same turn he moves so that the player is forced to choose between attacking and summoning a tarot.

Hanged man doesn't really need to be summoned in a better position since it has the gravity thing which practically allows everyone on your team to unleash all their attacks on it which would be enough to kill off any normal enemy and bosses can be further weakened/stopped via soul ritual in case you're worried about the boss overpowering your whole party.
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Chamomile
post Jan 14 2010, 02:53 AM
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QUOTE (Hale @ Jan 13 2010, 03:43 PM) *
While that would work, I'd prefer not allowing them to summon on the same turn he moves so that the player is forced to choose between attacking and summoning a tarot.

Hanged man doesn't really need to be summoned in a better position since it has the gravity thing which practically allows everyone on your team to unleash all their attacks on it which would be enough to kill off any normal enemy and bosses can be further weakened/stopped via soul ritual in case you're worried about the boss overpowering your whole party.



I agree with the fact that Dark Gravity is useful, but I'm quite tired of simply summoning the HM and then having the whole party gang-beat on one opponent. It takes too long, and you can only use dark gravity twice in one turn, thus leaving you with no opportunity to use Arctic Call. If Gely could position himself in a way that the HM could be used as a tank in a choke point, then that would be amazing. The HM's uber high endurence and resist means that he can take a lot of hits, thus making him a pretty good tank. Not against red natured opponents, but against all else, he's amazing.

I maintain my point that Gely should be allowed to summon after movement, but not attack.


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Josh
post Jan 15 2010, 11:55 PM
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I think that Gely should be able to summon after he moves because i think many people do endurance Gely. And if your anything like me when you use a endurance Gely then he goes strait to the front. So, i think it would be nice if Gely could do something in during that phase than just skip it.

Though i think if he could attack after moving he would become very overpowered.
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Chamomile
post Jan 16 2010, 12:08 AM
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QUOTE (Josh @ Jan 15 2010, 03:55 PM) *
I think that Gely should be able to summon after he moves because i think many people do endurance Gely. And if your anything like me when you use a endurance Gely then he goes strait to the front. So, i think it would be nice if Gely could do something in during that phase than just skip it.

Though i think if he could attack after moving he would become very overpowered
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Hence why EL was spamming "broken".


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