Possible Ideas to lesser damage

Lethul

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- English - said:
I think casters shouldnt be able to find a place and spam nuke every 1.5 seconds or whatever saracens can do with 400 dex, I think they, as tanks should have to wait for the spell to finish before setting a new one up. I think this would solve the problem of dieing in 5 seconds flat for being nuked for 600.

spam the button? Oo
 

- English -

Resident Freddy
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It could cancel the spell out like it does when cancelstyle is not on
 

Konah

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i dont have a problem with cast speed, what i have a problem with is as long as a caster is uninterrupted EVERY spell WILL hit and do the SAME dmg, ie 0 variance.

they made some good changes to the outright resist rates a few patches back and then went and added MoFocus meaning outright resists are as rare or even rarer than they ever were... :puke:

DD dmg shouldn't be guaranteed dmg. No tank can ever say wether the next swing is gonna hit, or if it does hit how much it will hit for. PBT/Guard/BG/Varience/Ablatives etc etc etc.
 

Helme

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Trylle^nzi said:
A patch-back to SI only will do the stuff ;)
Oh yes, putting casters back as free rps for tank groups that was so balanced!

When playing I rarerly can be uninterupted for longer then 10 secs before some banelord stuff or the tank finds me and make me full of holes, It is balanced IF the tanks goes for the right targets and charge is a way more fucked up ability then caster dps.
 

Lethul

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- English - said:
It could cancel the spell out like it does when cancelstyle is not on

so /noqueue (or /spellqueue) is not it then, i SERIOUSLY doubt it would change anything execpt making swedish casters even better compared to laggy greek casters :D
 

Aeoric

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Mastade said:
ye, and givf that spec af, mincer abla, af chant, mezz decrease buff that you have to mid and hib :O

Bainshee (duration group ablative) : 300
Minstrel (pulsing group ablative) : 70

For Albs, move out of range and you lose the effect. Not so for Bainshee
Mezz reduction - you are normally dead before you're out of mezz.

How about the perfectly balanced ability for a Warlock to take out two
Clerics despite DI2 etc - or any two of the group for that matter - in an
uninterruptible way ?

Or the delve 291 AOE bolt from the Bainshee ? AE nearsight ?
 

- English -

Resident Freddy
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But preparing the next spell means u can just spam spam spam it, thats what is bad atm i think
 

Belomar

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Konah said:
DD dmg shouldn't be guaranteed dmg. No tank can ever say wether the next swing is gonna hit, or if it does hit how much it will hit for. PBT/Guard/BG/Varience/Ablatives etc etc etc.
As usual, Konah refuses to see the other side of the coin. Honestly, the tank vs caster game in 8v8 warfare is more balanced than it has been for a long time, saying anything else is petty and uninformed. Casters face their own set of problems, including (but not limited to) resists/AoM/EM/Banelords/resists/interrupts and now magical ablatives. I'm sorry, Master Mercenary, but the time of tanks being the undisputed kings of the battlefield is come and gone. :rolleyes:
 

lofff

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Aeoric said:
Bainshee (duration group ablative) : 300
Minstrel (pulsing group ablative) : 70

For Albs, move out of range and you lose the effect. Not so for Bainshee
Mezz reduction - you are normally dead before you're out of mezz.

How about the perfectly balanced ability for a Warlock to take out two
Clerics despite DI2 etc - or any two of the group for that matter - in an
uninterruptible way ?

Or the delve 291 AOE bolt from the Bainshee ? AE nearsight ?

haha, clueless whine is the best ;p~

bainshee abla pulses every _30_ seconds fyi, and to my knowledge warlocks dont get charge, so if a warlock kills ur 2 clerics with di and nobody can do anything to stop it, go play tetris

bainshee aenearsight is also bugged and wrothless as it is atm.. and a single AEbolt on a 30seconds timer is preety much useless aswell unless u team it up with another bainshee/pb

Free hint: if u wanna whine about bainshees.. whine about the DD or the uninterruptable pb root ;p~
 

Tilda

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[NO]Subedai said:
1/2 everyones damage.

You cant just do that. If that happened, tank groups would rule the day because casters would run out of mana before they could kill something, whereas tanks could carry on swinging.
If your going to half damage people take/do, you gotta double end and mana bars imho.
But then you need to raise the classes who dont get styles and spells base melee damage to compensate. Otherwise clerics/other nonstyle/spell damage classes would be greatly underpowered.
 

Tilda

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Kagato said:
In my opinion spells should recieve the same speed penalty that tanks suffer, the faster you cast the less damage it does.

Give the casters the same choice tanks have to make, more damage or faster attacks.

sure, if casters get the same advantages tanks get with that; ie. uninteruptable (cant stop a tank swinging without stun), power regenning at end speed.
Also give us "unstyled" spell damage then...
its easy to say give casters damage penalties for casting fast, but you ignore the fact tanks cant be interupted swining, can swing without end (casters cant nuke without power) and end regens 1000x faster than power.

If you want casters to get damage penalties for casting fast, then you have to switch us totally to tank type system.
So we could cast unstyled constantly, mana regens loads faster, at whatever level it is, get a free RA to increase mana regen speed. Be able to cast while moving. And all the other things tanks get.

I can see complaints rising a lot when people start dieing to chanters to straf around them while pbaoeing.
Also, since you only have to have your target in the 180degrees infront of you, what about lifetap casters kiting while casting lifetap and just turning slightly in their run towards the end of their cast to make sure the spell lands, while still running.
Remember they can still sprint while running, so while you're sprinting to keep up, your reducing your possible dps when you reach them, while they lose nothing(other than the ability to sprint more).
I think this is a pretty unrealisting expectation as it would vastly overpower casters.
The whole idea behind casters is that they do good damage, but have to stand still and cast in order to do it. They also get shit armour. Whereas tanks get higher hp's, better armour etc.
You cant have your cake and eat it tbh, if you want casters to have the penalties tanks get, youve also got to give them the benefits tanks get.

Tilda
 

Konah

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Belomar said:
I'm sorry, Master Mercenary, but the time of tanks being the undisputed kings of the battlefield is come and gone. :rolleyes:

lol :D

whatever u say! oh wise one! :worthy:
 

Ilienwyn

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A couple points:

1) Make all instants require from the user not to move when they try to use them. Something that seems to happen for some of the new classes.
2) Make sure all 3 realms can be able to have same level of resist buffss in regular groups. Not some have easily red or yellow and some are forced to have blue or none. This will balance casters damage a bit among the realms.
3) Make melee ablavative and spell ablavative equally available to all 3 realms. It's kinda crazy with caster realm having that powerful spell ablavative.
4) Nerf the f00king timer on Charge 3...
5) Nerf warlocks ofc! :D


that's what came up to my mind atm
 

Coldbeard

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just scale down spell casting time/damage so faster spell cast gets lesser damage , same way as melee haste works.
 

Kelio

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lofff said:
haha, clueless whine is the best ;p~
and to my knowledge warlocks dont get charge, so if a warlock kills ur 2 clerics with di and nobody can do anything to stop it, go play tetris


well im pretty sure he knew that they dont get "charge" ability but used the word charge to describe how they can run out (and no i dont think they get speed 5) 1shot someone, and FYI DI doesnt heal yourself, so if he drops a chamber + uninterupitble LT on 1 cleric and then aims for the next then it wont help if you have 8 clerics in the group, noone, i mean noone will be able to help their dead arses.

so have fun playing Tetris m8 ;)
 

Tilda

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Coldbeard said:
just scale down spell casting time/damage so faster spell cast gets lesser damage , same way as melee haste works.

I'll refer you to my above post where I explained why this is a bad idea.
 

lofff

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Kelio said:
well im pretty sure he knew that they dont get "charge" ability but used the word charge to describe how they can run out (and no i dont think they get speed 5) 1shot someone, and FYI DI doesnt heal yourself, so if he drops a chamber + uninterupitble LT on 1 cleric and then aims for the next then it wont help if you have 8 clerics in the group, noone, i mean noone will be able to help their dead arses.

so have fun playing Tetris m8 ;)

-.-

my point with charge was that warlocks are not inmune to CC, they are extremelly fragile and easy to spot. And indeed DI doesnt heal urself, but it heals the other cleric in grp, so its a 50% chance, the warlock needs to be lucky and hit the right cleric, and the whole alb grp gotta b sleeping if nobody reacts before both clerics are dead so what the hell are u trying to say? Or are you just on need of some free hints too?
 

Tilda

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tbh although i generally agree with what you've said, say the cleric has 2000 hp's. and the warlocks hidden behind a bush or tree or something, its perfectly possible, if he's lucky, that he could kill the cleric(only one of them) practicly instantly(2x chamber 1x casted) thats 3 seconds, from first insta spell, to last insta spell and the cleric dropping. thats scarcley enough time to see you take a hit, yell help on vent and die.
tbh i'd be supprised if many healers can react to someones hp's suddenly dropping down while roaming and no sign of inc within three seconds. I dont see many clerics being able to stop, cast spread heal (or target, face and cast ST heal) in the time between the first warlock insta landing and the 2nd spell and 3rd insta landing. In fights its different as clerics are expecting people to get hit and so i'd suggest they react faster.
 

Trylle^nzi

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Helme said:
Oh yes, putting casters back as free rps for tank groups that was so balanced!

When playing I rarerly can be uninterupted for longer then 10 secs before some banelord stuff or the tank finds me and make me full of holes, It is balanced IF the tanks goes for the right targets and charge is a way more fucked up ability then caster dps.

Alrite, you make it sound like its balanced now :) I have no comments to that, then it's just all fine.
 

lofff

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yes i never said its impossible a warlock with some luck instakills one cleric out of a fg (or any other class wo massive hp) thats fucking crazy and needs some nerfing but we all knew that long before catacombs hit live on EU

when the warlock is able to kill both of em is when something is horribly wrong..

edit.- I believe i should requote the 'scenery' of reference...
Aeoric said:
How about the perfectly balanced ability for a Warlock to take out two
Clerics despite DI2 etc - or any two of the group for that matter - in an
uninterruptible way ?
 

wittor

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Helme said:
Friar > Paladin in alb groups anyways ;o

ye its nice to have a friar in the group BUT u have to run with end pots wich I dont have a problem with but.. those end pots arent so good as the pala end chant and not everyone wanne run with end pots ;d
imo they should have gave friar end chant aswell :p
 

Dorin

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wittor said:
ye its nice to have a friar in the group BUT u have to run with end pots wich I dont have a problem with but.. those end pots arent so good as the pala end chant and not everyone wanne run with end pots ;d
imo they should have gave friar end chant aswell :p

friar grapple-bodyguardbot with resists minor heals and such >>> beats paladin with 1000ish end regen range tbh. And as an alb you dont have to worry that much about scout adds either so losing regular guard isnt that much of a loss either. meh 2centz
 

Tilda

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However, as tactics seem to have been evolving recently, pally > friar. People seem to be focussing on taking down teh bodyguarder, so in that situation i'd say pally is better as it can slam those trying to take him down. When people attack the friar BG problems happen tbh.

Tilda
 

Ilienwyn

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Dorin said:
friar grapple-bodyguardbot with resists minor heals and such >>> beats paladin with 1000ish end regen range tbh. And as an alb you dont have to worry that much about scout adds either so losing regular guard isnt that much of a loss either. meh 2centz


my2cents: Give friars end buff like the shamans and we are ok!! :D

PS: So you won't whine, you can get a end regen chant on... Thanes maybe?! :D
 

Gear

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wittor said:
ye its nice to have a friar in the group BUT u have to run with end pots wich I dont have a problem with but.. those end pots arent so good as the pala end chant and not everyone wanne run with end pots ;d
imo they should have gave friar end chant aswell :p

I like the part that people DON'T want to run with end pots, hence let's change the game :)
 

wittor

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Dorin said:
friar grapple-bodyguardbot with resists minor heals and such >>> beats paladin with 1000ish end regen range tbh. And as an alb you dont have to worry that much about scout adds either so losing regular guard isnt that much of a loss either. meh 2centz

I dident say friar was bad :p
they just should have got end chant aswell xD

now lets talk about sm's :wub:
 

Tilda

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Ilienwyn said:
my2cents: Give friars end buff like the shamans and we are ok!!

PS: So you won't whine, you can get a end regen chant on... Thanes maybe?!

:clap::clap::clap:

Awesome plan!
End buff to hibs on animist too.
 

Generation

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Probably get flamed for this, but i'd rather see a WoW style casting system introduced. Where interrupts don't stop you from casting completely, merely delay the spell you're casting and if delayed enough the spell is cancelled.

Other option would be to remove the effect of quickness on swing speed for melee and make all spells actually take their delve time to cast. What's the point in having varying cast times on spells when a high-dex mage will throw pretty much any nuke out with a 1s cast time.
 

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