| coder imms.. read this and TRY to explain
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Posted by Dune on 03/11
ok.. we all agreed that getting blinded by blinding arrows
every round was just as bad if not worst as blinding wormys.
So... the solution is to lower the cast level on the blind
that the arrows cast.. so that magic sink stops more of them.
Does it really make sense to give mages... the ones that could
actually cure themselves of the blind the protection... and
leave non-mages.... JUST as vunerable to blinding arrows?
Arent nonmages the ones that needed the protection the most?
Im completely boggled.
Dune
From: Nym
Monday, March 09, 05:03PM
-nod Dune-
I don't understand it either..
Perhaps lower the percentage of the spell taking hold instead
of lowering cast levels...
Nym
From: Rufus
Monday, March 09, 06:17PM
How about I answer it from a building perspective. I removed the blind
potion from ireland. It'll be in next time we update areas.
-Ruf
From: Dune
Monday, March 09, 06:38PM
thats interesting... so now there are no blind potions in tara?
what about all the ones that exsist already? people who dip arrows
one by one instead of dipping the quiver can use the blind potion
forever.
Also. removing the blind potion once again hurt non-mages.. cause
all the non-mages that werent shooters used them to throw against
mages... so maybe this isnt the best solution? make blind potions
undipable for the time being.. until the area update that you are
talking about?
hm.. maybe I misunderstood.. is the blind potion really gone?
Dune
From: Dudley
Monday, March 09, 06:46PM
IMHO blinding arrows were just one of the few methods a
non-mage could get even with a mage on one of the most
effective spells in pk (because it removes initiative and
the caster gains the offensive)
Why not get rid of that stinking spell altogether?
From: Dudley
Monday, March 09, 07:54PM
Blind has only one way of being stopped, and that's through a
sink. When cast, it forces pretty much anyone to do one of the
following, which is either rent out, cast cure blind, or quaff
whatever they were holding. By the time this is done, of course, the
caster can just throw another blind, and it either becomes a mana fight
or fight for whoever gets tired first... If we chose to stay blind,
the fight is initiated whenever the other chooses, and that's
pretty much all they need to win. The spell barely does anything
to mobs other than prevent maybe leaping in defense and stuff,
yet in pk it pretty much makes a player into a mob, taking away
the initiative and all. Why not get rid of it? Or at least just
in pk? To my knowledge it also affects ac by a ton.. we could have
it do different things, maybe just keep the crashing part or something.
From: Arsene
Monday, March 09, 08:03PM
either take out blind entirely or leave ti the way it was, cause mages hav
e too many advantages as it is, they can stop it cure it and cast it, nad
and it forces one to run rent, or get slaughtered. why jerk it form us
and leave it to mages?
From: Mandrake
Tuesday, March 10, 04:38AM
Hmm, don't forget it's one of the main reasons one
would choose cause over create. (especially if
2nd circle). I just wonder if it would balance the
types of clanned mages or we'd end up with create
replacing cause as the dominant chars in pkill.
-shrug- would be interesting to see.
From: Ea!
Tuesday, March 10, 09:46AM
First off, the main reason that the cast level of arrows dipped in
blind potions was reduced significantly was not for magic sinks, it was
for duration of the blind.
Secondly, I've reduced the duration even further. Hopefully this will
make it less unbalancing. This new reduction includes the spell cast by
cause mages as well as any arrows that are dipped from potions.
-Ea!
From: Ea!
Tuesday, March 10, 09:48AM
Oh, and it will be in next code update, probably on Friday.
-Ea!
From: Mondain
Tuesday, March 10, 01:39PM
How about the create spell 'blinding flash' be the only blinding
spell in the game. As mandrake said, "its one of the main reasons one
would choose cause over create"
Create is obviously the bad version of the two, this would easily even
the two out, but keep things interesting due to the area affect
of blinding flash. Blind is too powerful in pkill.
From: Cran
Tuesday, March 10, 02:24PM
How about keep the blinding arrows, keep the mage blinds and even
put the old version tulsi back in BUT make the chance of failing
to blind someone quite considerable instead of the current nofail.
Possibly mages should have a better chance to succeed than blinding
arrows since they expend mana to blind. Then ALL chartypes can blind
if they want to. In addition do the other things suggested - make the
duration of blinds less and reduce the effect it has on ac etc.
From: Dudley
Tuesday, March 10, 03:09PM
The main problem (or advantage) with mages are that
most of their spells are unstoppable, regardless of whatever stat
you might have, with the exception of mind-based spells.
However, fighters skills can be easily countered by having, more
often than not, just one stat.
I guess that is the benefit of being a mage, but it would be
interesting to see what would happen if EEVERY spell had a stat to check,
be it perception, mind, spirit, constitution, and whatnot.
Currently, all a mage has to know is whether or not the other person is a
mage or not in order to formulate a strategy of some kind. Unless that ot
her person is exactly like the mage in question, there is nothing more to
be thought about, you simply use the same tactics (just about) against the
chars in question, and all you have to be good at is that one strategy.
Granted that such should be the case for most characters, as they all
should have an advantage for them to use over others, but currently, with the
hyper-powered tumble (it terally prievents skills from doing squat..
chances of landing landing a tumble-able skill on a char with tumble is rather
low) that is not the case.
With skills and char types that can't be tumble-able being skills that one
has practically no defense over than matching them stats, it becomes clear
that all you would ever want is dex and spoells, or dex and snipe.
THe over powered blind spell, of course, is given to both of these
character types. Hrm.
To combat this, i think the chances of tumble should be reduced, much like
(where a tumble was, at least in my fights, very rare) and blind removed.
THat will only be a start, of course, since mages and snipers still have
fight skills that are guaranteed to hit their mark, but it's a start...
From: Dudley
Wednesday, March 11, 05:36PM
regarding the yanking filmy thing.
uhm, was that like a warning to stock up now while you can?
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