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Frustrated

Fledgling Freddie
Joined
Sep 4, 2004
Messages
12
- The re-use time of Forceful Zephyr has been increased from 2 minutes to 15 minutes to make the ability more situational in use as opposed to something that is used in every fight.
 

Robin the Brave

One of Freddy's beloved
Joined
Dec 23, 2003
Messages
353
Should be more like 30 minutes and removed from damage dealing classes, oh and remove grapple aswell :twak:
 

Dorin

Fledgling Freddie
Joined
Jan 9, 2004
Messages
2,778
wow mythic realised FZ is retarded .... oh my god how smart ><

what about grapple dear mythic?
 

[NO]Magmatic

Fledgling Freddie
Joined
Jan 22, 2004
Messages
373
Stupid change... FZ was fine on 2 mins, heck make it 5... But then, change it so that the person FZ'ed can no longer be damaged in anyway...

15 minutes is (imho) too long for something that only removes someone out of a group for 10s... Yes I'm talking about group fights... In zerg fights, FZ has no effect at all...

In 1 vs 1 (or something similar in size), FZ is overpowered in the fact that the person will most likely be dead by the time FZ ends... Which is why I think it gets most of the whines... No damage while FZ'ed would solve that...
 

Solarius

Fledgling Freddie
Joined
Jan 4, 2004
Messages
134
[NO]Magmatic said:
Stupid change... FZ was fine on 2 mins, heck make it 5... But then, change it so that the person FZ'ed can no longer be damaged in anyway...

15 minutes is (imho) too long for something that only removes someone out of a group for 10s... Yes I'm talking about group fights... In zerg fights, FZ has no effect at all...

In 1 vs 1 (or something similar in size), FZ is overpowered in the fact that the person will most likely be dead by the time FZ ends... Which is why I think it gets most of the whines... No damage while FZ'ed would solve that...

/agree

The 2 min reuse timer is still almost double the length of a stun immunity timer, so don't think anyone would be worried if it was changed in the above suggested way!
 

Draylor

Part of the furniture
Joined
Dec 23, 2003
Messages
2,591
[NO]Magmatic said:
FZ was fine on 2 mins
Not convinced youd think that if you still played Alb, with typically 0-1 Sojurners in group.

Since the availability of ML paths between viable group classes is so unbalanced (and unlikely to change) changing the reuse timer is long overdue.

If all realms had equal access to it the whine count would be far lower, but since they havent .....
 

Danya

Fledgling Freddie
Joined
Dec 23, 2003
Messages
2,465
Half the prob with FZ is that unlike a stun you can't purge it.
 

Qtwo

Fledgling Freddie
Joined
Nov 8, 2004
Messages
9
Well If any class had a 10 sec Insta stunn that could not be purged noone would argue it's was overpowered.
Mythic knows it's overpowered, but for reasons unknown(Prolly wanna sell more TOA upgrades) chose to make it that way. In time all classes that can have it will have it and FZ would be flying everywhere all the time on a 2 min timer. It would be more important to have FZ than good spec equipment ect.
FZ taking skill. Sure, the kind of skill that everyone can master at least to a very usefull degree so that argument cant be used either.
Bottom line is that it is overpowered and will be more and more common on the battlefield.
 

Nalistah

Fledgling Freddie
Joined
Dec 22, 2003
Messages
1,332
mythic are _complete_ retards

they notice this huge problem now.. after looong time.. and 15min is to short.
 

Spamb0t

Fledgling Freddie
Joined
Feb 4, 2004
Messages
966
should make it shorter timer.. i need several zephyrs per fight ;-(((
 

Kagato

Fledgling Freddie
Joined
Dec 22, 2003
Messages
3,777
Its nice the recognise its a problem, but as per usual the fix makes no sense.

The reuse timer is annoying, but NOT the actual problem of FZ, the problem is the ability itself, not its frequency, is over powered.

It should of been changed to work just like people riding horses etc, they cannot be damaged until the end of the ride by any means, or at the very least, not by melee. If they did that I wouldn't care what timer its on.

The perfect compromise i'd say is 5 minute timer and immune to damage until the end of the effect. Making it an escape tool or something to give the caster time to prepare their next move.

Anyway, now they just need to beef up the shitty mls and fix bodyguard and grapple.
 

Divinia

One of Freddy's beloved
Joined
Dec 27, 2003
Messages
938
Killrake said:
It should be a quickfix IMHO and 20 min timer or more

Yes! lets hotfix something that only have influence on rvr balance!!! like its concidered important compared to bugs like erineres shit.
 

Claudius

Fledgling Freddie
Joined
Jun 18, 2004
Messages
62
15 min reuse timer is not a huge nerf. Its going to be up most of the time anyway.
 

Flimgoblin

It's my birthday today!
Joined
Dec 24, 2003
Messages
8,324
Kagato said:
It should of been changed to work just like people riding horses etc, they cannot be damaged until the end of the ride by any means, or at the very least, not by melee. If they did that I wouldn't care what timer its on.

you can nuke people on horses ;)
 

Gethin

Fledgling Freddie
Joined
Jan 21, 2004
Messages
293
I always thought the timer was overpowered on FZ not what it does. Increasing it to 15 mins is a sensible timer.
 

liloe

It's my birthday today!
Joined
Jan 25, 2004
Messages
4,166
like it's gonna matter for archers who stand on some bridge, nuking a million miles away. Was uber in OF for solo archers I guess, but it has lost some of it's utility (I think). In group fights, well 15mins is not a long timer.
 

Light

Loyal Freddie
Joined
Dec 24, 2003
Messages
692
better try and fire it as much as possible then before it gets nerfed :p
 

[NO]Magmatic

Fledgling Freddie
Joined
Jan 22, 2004
Messages
373
There are tons of ways to keep someone out of a fight for 10s... Yes, the timer should perhaps be increased to 5 minutes... And then make the person immume for damage until FZ has ended...

It has its uses in a FG vs FG fight, but no I personally (in FG vs FG fights) dont find it overpowered... MoC1 + Amnesia would do the same, and would be up more often then FZ and longer...

A lot of times its 'overpowered' because the person being FZ'ed is killed before it ends, this mostly happens (imho) in solo / small group fights... Damage immunity would solve this to a large extend...

And for everyone that is bitching 'but mids have 3 fzs', after this patch we will still have 3! Strangely enough, that will still be more then the other realms...

I was hit by a scout (Smoran) yesterday in a tower by something that kept me interrupted for longer then 10s, but apparently 'thats ok'... (and no it wasnt volley, and no he wasnt hitting me with an arrow, some guildie said it was some javalin type thing?)
 

Claudius

Fledgling Freddie
Joined
Jun 18, 2004
Messages
62
[NO]Magmatic said:
There are tons of ways to keep someone out of a fight for 10s... Yes, the timer should perhaps be increased to 5 minutes... And then make the person immume for damage until FZ has ended...

It has its uses in a FG vs FG fight, but no I personally (in FG vs FG fights) dont find it overpowered... MoC1 + Amnesia would do the same, and would be up more often then FZ and longer...

A lot of times its 'overpowered' because the person being FZ'ed is killed before it ends, this mostly happens (imho) in solo / small group fights... Damage immunity would solve this to a large extend...

And for everyone that is bitching 'but mids have 3 fzs', after this patch we will still have 3! Strangely enough, that will still be more then the other realms...

I was hit by a scout (Smoran) yesterday in a tower by something that kept me interrupted for longer then 10s, but apparently 'thats ok'... (and no it wasnt volley, and no he wasnt hitting me with an arrow, some guildie said it was some javalin type thing?)

Making people damage immune when FZ'ed would indeed do a lot to rebalance the ability, much more than just changing the timer. I dont see this happening though. ;)

The spear is pretty strong in this patch, but will eventually get nerfed in 1.72, so hang in there:
patch 1.72 said:
- The Javelins of Flame summoned by the Golden Spear artifact now have a reduced range and radius. Additionally, players will not be able to summon the Javelins if they already have some in their inventory.
 

tedStar

Fledgling Freddie
Joined
May 5, 2004
Messages
219
[NO]Magmatic said:
I was hit by a scout (Smoran) yesterday in a tower by something that kept me interrupted for longer then 10s, but apparently 'thats ok'... (and no it wasnt volley, and no he wasnt hitting me with an arrow, some guildie said it was some javalin type thing?)


javalin = golden spear level 10
 

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