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create spells cont.

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Posted by Infernal on 09/16

ok did some testing with roots and what not. I was starving for over a hour RL time so I was at max starving and dehydrated. all I could eat was 11 roots from dead starving and that was a shock to me. I thought I could eat like 15 at least but only 11 is just nuts. If I got lets say 30hps a root thats 330hps and thats it can get anymore hps for a long time dont know how many ticks I gotta wait but im pretty sure its like over 4 ticks. I think the root fill value needs to be dropped so I can eat at least 25 of them. We creates already gonna have 100less hps than a cause due to the fact that the cured filet fills a whole lot of food value, thus taking away my ablity to heal, while a cause gets full potental from it. Please let roots fill value go down this is really not funny. If your worried about people stocking up on the roots drop the timer on them to like 4 ticks or something. Infernal Hellfire 3rd circle create that needs a boost

From: Sandra Friday, September 15 2000, 08:23AM 25 roots is entirely too much for the mana cost of that spell. I am one that agrees with Ea in that I do'nt think that comparing the two different schools is something that should be done. They are different, and do different things. And before anyone asks, I have 3 create mages that I play. =P -Sandra

From: Infernal Friday, September 15 2000, 04:19PM well ok 25 is too much give me 20roots, and you have to compare the two mages because they have just about the same spells and how often do you hear someone say whats Better cause or create and I bet that youll hear Cause way more than create. I honestly would never say create cause like I said before there is nothing I can do with a create that I cant do with a cause except for preserve. With a cause I can do some of the things better than a create. -Infernal Hellfire

From: Testboy Friday, September 15 2000, 09:50PM Why not 25? why not unlimited? it's not like you'll never run out of mana.. make them poof faster & up the mana cost.

From: Darkheart Saturday, September 16 2000, 05:25AM I personally think the roots are fairly good the way they are, but that's just looking at roots. Overall in pk, there is, or was at least for me, more importance placed on healing than other spells than a mage who was cause. 6 ticks is still plenty long if you give up the idea of going full mana AND having roots -- something practically unnecessary unless you are planning to throw dispels every chance you get or something. As poetry pointed out, roots with less fill value or that last longer would be quite devastating. It would bring back chars like the old Dune or Agni who could simply carry 10-30 roots in a bag and eat all of them... As it is though, charmies are relatively 'tough' to use in combat. You can sink them, true, but a simple throw vial or a dipped arrow (500 rent cost?) can negate them quickly, not to mention various flag-agg mobs. The damage they inflict is fairly negligible, their only use mostly being tanking.. (swords are nice, but that's cause) Soooooo, what would make it seriously interesting is if these charmies all had the rescue skill when they were summoned. If it's a 3c dop or a 3c charmie, they could be given an additional skill which could be "ordered." Course you couldn' order while bash-lagged or staggered or paralyzed, and their stats should be relevant to the mages' mind (100mind mage making triple 100 stat charmy? ugh)... Or it would be interesting if you could order them to do their acts too. Their skill lag should prolly be different from their players.. argh. My point is that create healing itself is fine, it's just that their other options aren't as 'sexy.' Just make other options more attractive, and we won't have to bother dealing with this while creating something far more interesting :p DH

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