Surprised? (RR thread)

Boggy

Fledgling Freddie
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It sounds like the same bug I've experienced on guards, and as I have said elsewhere I wholeheartedly sympathise. I think we should try to get it fixed as soon as possible. If it's not already fixed on live in US, it should be put into an appropriate TL report (probably animist one).
 

Nerwen

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Feb 10, 2004
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This thread has kind of drifted away from the original topic imo. While shrooms can be a powerfull toy in certain situations they're doubtly the cause for the current situation.
Imho the cause lies in the nature of attack/defence and of course the realm of Albion itself - i.e. the players.
When Hibs/Mids go to Albion to attack a tower they moove out in sorted and kind of balanced groups (my assuption). Albs (those not yet in RvR-mode) see a flame on their map and "forget" to form just those balanced groups wanting to react fast to the threat. I think everyone has experienced this in a Relicdefence in OF too.
BUT imo this is not valid after long hours of RvR anymore. When i typed /bg groups yesterday (valid for almost any other day) in the battlegroup i was in (another problem is that there are multiple running at the same time) there was 2 ! groups that had 8 players. Lots of others consisted of 2, 3 or someimes 5 or 6 players. It's obvious that you have a siginificant disadvantage when facing a balaned or at least fg from the other realm.
So the problem atm is lacking Organization. I admire those people stepping in front, trying to organize, admire their patience and devotion, but too many people seem busy doing their private thing. This is totally ok for me as everyone can play his or her style, but then there's no reason to whine when being smashed by an organized army. Too many knights in shining armour on the battlefield atm and way to few foot soldiers to compete.
Just my observation and personal opinion of course ...
 

willowywicca

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Boggy said:
So ... yes, if we carefully position ourselves with your cooperation so that my shrooms are between me and you, we can engineer a situation where my 1000 range pets can hit you. However, since you and your pet are both able to walk around my shrooms, there is nothing to stop you doing so. And since it takes me a lot of power and time to recast my shrooms, there is really no way I can keep moving with you.

This assumes of course you don't (a) just aoedot my shrooms from out of range or (b) just wait for my shrooms to expire, since I cannot approach within 1500 of you without getting your pet on me and I cannot maintain enough shrooms to be dangerous indefinitely.

I'm sure you like to think that the reason you kill people is only ever down to skill, but as an experience player I am pretty sure you realise available abilities and other factors (eg. client-side performance) have a huge amount to do with it (not that I am denying your skill). It's not JUST you that kills me a lot and it's not JUST me that gets killed a lot. ALL animists are at a major disadvantage to most other nukers in open field situations or indeed any situation not allowing a sheltered camp to be established way before INC.

And why does it bother me to see someone complaining about my shrooms when they kill me a lot? As I have said, I have very few places in the game where I am in a position to play to my strengths. When people complain about those few times, it is very frustrating.

What is to stop you moving around your shrooms the opposite way that I move, in order to maintain the barrier? Yes, eventually the shrooms would expire then I can get nearer, but that's a few mins time, and by then (assuming we're not alone) an awful lot of other things can happen.. too much to be within the scope of this discussion. Also, my moving to get in range of you is a bad idea, because (assuming client performance/lag/equipment etc are equal) it means that you would get to cast first, since you will be stationary (able to spam spell as I get closer until it eventually casts) whilst I will have to stop once in range (human error means I will overshoot by a small amount wasting a tiny amount of time), have to hit /face and then start casting, all of which amounts to a fraction of a second in your favour in the interupt war.

Also you can cast a shroom 1100 units from you, that will instantly start casting on anything in 1000 units range (giving you 2100 range total). So really, in a standoffish situation where you've already placed some shrooms, you should have the advantage.

In the current state of affairs, your baseline lifetap should be able to deal adequate damage to all except opted groups, since hardly anyone has decent resists atm (due to the 6%~ dmg bonus to lifetaps, it does equivalent dmg to other casters baseline DDs despite being lower delve) and should be sufficient for killing most enemies assuming you are properly equiped with toa bonuses. (unless you are completely specced to 50 in shrooming and only have 20 in your nuking line, then maybe the damage wouldn't quite be high enough).

Winning a caster vs caster fight is generally all about who casts first, even animists will win if they start lifetapping first (or lifetap once to interupt then sending bombers, if they are that way specced). Since every caster in the game if they get the jump should be able to kill almost any enemy caster before they can even qc a spell (this assumes proper toa, a moderate spec into their nuking line (if using baseline), good client, no lag blah blah..).

Oh and I'm sorry you find it frustrating that I have issues with how shroom los checks for their spells presently function, it is merely my opinion, doesn't mean I'm right or anything, and yeah, I'll stop now >< Have fun out in the frontiers :)
 

Boggy

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willowywicca said:
What is to stop you moving around your shrooms the opposite way that I move, in order to maintain the barrier? Yes, eventually the shrooms would expire then I can get nearer, but that's a few mins time, and by then (assuming we're not alone) an awful lot of other things can happen.. too much to be within the scope of this discussion. Also, my moving to get in range of you is a bad idea, because (assuming client performance/lag/equipment etc are equal) it means that you would get to cast first, since you will be stationary (able to spam spell as I get closer until it eventually casts) whilst I will have to stop once in range (human error means I will overshoot by a small amount wasting a tiny amount of time), have to hit /face and then start casting, all of which amounts to a fraction of a second in your favour in the interupt war.

This is just sophistry. If I am moving to prevent you getting around my shrooms and you are moving to get around them there is not any reason to say I would be standing still when you come within range. Ther facts remain the same. I have a pet with 1000 range and you have one with 1500. Our nukes are equal range.

You have the advantage in range, clearly. How you choose to use it is up to you. Constructing scenarios in which you do not use your range advantage does not mean that advantage does not exist.

Also you can cast a shroom 1100 units from you, that will instantly start casting on anything in 1000 units range (giving you 2100 range total). So really, in a standoffish situation where you've already placed some shrooms, you should have the advantage.

Placing the shroom has a 5 sec cast time and when placed there is no guarantee the shroom will target you rather than your pet (or in fact any other valid targets in range).

Once targetted the shroom spell will take 3 secs to cast and has a high chance of being resisted.

Every shroom I cast in such a situation eats a lot of my power, whereas in a typical situation you would have expended the power to cast yours at some more convenient time.

In the current state of affairs, your baseline lifetap should be able to deal adequate damage to all except opted groups, since hardly anyone has decent resists atm (due to the 6%~ dmg bonus to lifetaps, it does equivalent dmg to other casters baseline DDs despite being lower delve) and should be sufficient for killing most enemies assuming you are properly equiped with toa bonuses. (unless you are completely specced to 50 in shrooming and only have 20 in your nuking line, then maybe the damage wouldn't quite be high enough).

I am very well equipped and like most animists am nuke spec'd (I'm currently only aware of one animist on our server who is shroom spec'd and he is an alt).

Even so, my lifetap is my only viable spell when reaction time is critical, and my lifetap is in fact worse than yours. I believe it is actually the worst lifetap in the game.

You say you assume I am fully ToA'd and yet you're also saying it's okay to assume my opponent has poor resists. This is not a fair comparison. If I was fighting you, for example, it is fairer to assume you have equipment matching my own (ie. capped resists)

Winning a caster vs caster fight is generally all about who casts first, even animists will win if they start lifetapping first (or lifetap once to interupt then sending bombers, if they are that way specced). Since every caster in the game if they get the jump should be able to kill almost any enemy caster before they can even qc a spell (this assumes proper toa, a moderate spec into their nuking line (if using baseline), good client, no lag blah blah..).

The difference being that lifetap is my ONLY option for quick reaction. Animists, even nuke spec'd ones, cannot use spec nukes for these situations due to back loading. My lifetap is level 45 baseline spell and resists a fair amount without expending RSPs on MoF.

In addition, animists have no access to a high-dex race, putting them at a slight inherent speed disadvantage.

On top of which, animists have extremely poor CC. Our only CC is root and is on a bomber, which you can imagine does not help much against nukers.

In an open field situation animists are effectively petless. The lack of decent CC and access to only a level 45 baseline nuke DOES put us at quite a disadvantage vs other casters. That's fine by me, because I choose to play the class and I get my chance to shine in certain situational play. I just don't like it when people try to ignore the fact we have weaknesses as well as strengths.

I actually severely dislike these types of conversations. I find all this comparing a small subset of spells in contrived situations quite annoying. The only reason I have continued to post is that I don't want people to complain about animists without realising our class strengths are a trade off against our weaknesses, the same as everyone else.
 

willowywicca

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Boggy said:
This is just sophistry. If I am moving to prevent you getting around my shrooms and you are moving to get around them there is not any reason to say I would be standing still when you come within range. Ther facts remain the same. I have a pet with 1000 range and you have one with 1500. Our nukes are equal range.

You have the advantage in range, clearly. How you choose to use it is up to you. Constructing scenarios in which you do not use your range advantage does not mean that advantage does not exist.
No, we are tied for range, with us both DDing at 1650 range, both of our pet ranges are lower than that, but since casting at 1650 range you can kill me before my pet can reach you, it is irrelevant. As for the standing still part, that was meant if you were not to try and move to maintain the distance between us with shrooms in between (ofc, since caba's have no speed, so I couldn't possibly catch you if you move..)

Boggy said:
Placing the shroom has a 5 sec cast time and when placed there is no guarantee the shroom will target you rather than your pet (or in fact any other valid targets in range).

Once targetted the shroom spell will take 3 secs to cast and has a high chance of being resisted.

Every shroom I cast in such a situation eats a lot of my power, whereas in a typical situation you would have expended the power to cast yours at some more convenient time.
And if it attacks my pet (unless I passive my pet) it'd cause my pet to run into range of your other shrooms and die. Hardly a bad thing for you..

Boggy said:
I am very well equipped and like most animists am nuke spec'd (I'm currently only aware of one animist on our server who is shroom spec'd and he is an alt).

Even so, my lifetap is my only viable spell when reaction time is critical, and my lifetap is in fact worse than yours. I believe it is actually the worst lifetap in the game.
Bonedancer's insta lifetap is worse, and as I stated, I said that yours is as good as the lvl50 baseline nuke available to most classes since lifetaps have an inherent dmg bonus built into them (for some unknown mythic reason) -- outright resist rate not included ofc.
Boggy said:
You say you assume I am fully ToA'd and yet you're also saying it's okay to assume my opponent has poor resists. This is not a fair comparison. If I was fighting you, for example, it is fairer to assume you have equipment matching my own (ie. capped resists)
Sorry I was misleading here, by bad resists I mean having only item resists and not buff resists (since with only item resists people only have 16% resists since your toa should include 10% piercing.)

Boggy said:
The difference being that lifetap is my ONLY option for quick reaction. Animists, even nuke spec'd ones, cannot use spec nukes for these situations due to back loading. My lifetap is level 45 baseline spell and resists a fair amount without expending RSPs on MoF.

In addition, animists have no access to a high-dex race, putting them at a slight inherent speed disadvantage.

On top of which, animists have extremely poor CC. Our only CC is root and is on a bomber, which you can imagine does not help much against nukers.
For almost all casters, their baseline nuke is their best option anyway for quick reaction (faster caster speed than spec nukes), so that is hardly a valid complaint imo.

I had not given any thought to the racial choices available to animists, so I will assume you are right. Unless you're a hib, many casters don't have access to anything but root (wizards, cabalists, runies, BDs.. ), so just cos the rest of your realm has overpowered baseline stun which is ideal for caster vs caster fights, doesn't really mean it's a weakness for animists compared to the other realms. The fact it's on a bomber is a negative, but really, there is usually no reason to root an enemy caster anyway, since you'd be better off just killing them, as casting a root gives them enough time to survive til they finish a qc at you. for tanks and such a bomber shouldn't make much difference to the time before they get rooted anyway, but yes, is still slightly inferior
Boggy said:
In an open field situation animists are effectively petless. The lack of decent CC and access to only a level 45 baseline nuke DOES put us at quite a disadvantage vs other casters. That's fine by me, because I choose to play the class and I get my chance to shine in certain situational play. I just don't like it when people try to ignore the fact we have weaknesses as well as strengths.

I actually severely dislike these types of conversations. I find all this comparing a small subset of spells in contrived situations quite annoying. The only reason I have continued to post is that I don't want people to complain about animists without realising our class strengths are a trade off against our weaknesses, the same as everyone else.
Yes, despite the way I've been arguing I whole heartedly agree that animists (and all classes pretty much) have weaknesses and strengths, I just think a lot of people try to over emphasise the weaknesses of animists when they are really not at that great a disadvantage over others.
 

Boggy

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willowywicca said:
No, we are tied for range, with us both DDing at 1650 range, both of our pet ranges are lower than that, but since casting at 1650 range you can kill me before my pet can reach you, it is irrelevant. As for the standing still part, that was meant if you were not to try and move to maintain the distance between us with shrooms in between (ofc, since caba's have no speed, so I couldn't possibly catch you if you move..)

We are not tied for range. Your pet outranges mine. In some situations (eg interruptions or CC of caster) this is salient.


And if it attacks my pet (unless I passive my pet) it'd cause my pet to run into range of your other shrooms and die. Hardly a bad thing for you..

This is not true and I think actually it is this type of perception where most people go wrong. The likelihood of me having ANY pets out in open field is extremely low. The likelihood of you coming upon a camp I have set up is only marginally higher outside of a keep scenario. If I DID have a camp set up, I can maintain maybe 3 or 4 shrooms at a time unless I want to be oop on inc. People talk about 16 shrooms as our pet limit and seem to think that we always have 16 out, but in fact I would only have that number out in a major siege engagement where a fop was available.

With only a few shrooms out, my pets would not kill either you or your pet immediately.

Bonedancer's insta lifetap is worse, and as I stated, I said that yours is as good as the lvl50 baseline nuke available to most classes since lifetaps have an inherent dmg bonus built into them (for some unknown mythic reason) -- outright resist rate not included ofc.

Resist rate is my major problem with a baseline level 45 spell. We do not have a level 50 baseline like some classes.

Unless you're a hib, many casters don't have access to anything but root (wizards, cabalists, runies, BDs.. ), ... The fact it's on a bomber is a negative, but really, there is usually no reason to root an enemy caster anyway, since you'd be better off just killing them, as casting a root gives them enough time to survive til they finish a qc at you. for tanks and such a bomber shouldn't make much difference to the time before they get rooted anyway, but yes, is still slightly inferior

The classes limited to root as CC either have a long range nuke or a mobile pet. Animists are the only class who do not have any of those tools.

The root being on a bomber is a big negative. It adds significantly to delay and also introduces additional possibilities for it not landing, over and above resists.

And yes there are scenarios for root to be used in caster vs caster fights, when the person you are facing has a mobile pet.

I'm not trying to over-egg the disadvantages of animists. Animists are weaker in open field and stronger in keeps. At towers I'd say it's swings and roundabouts. The lack of a second LoS check for pets is part of what makes us strong around keeps and without it - unless some other change was also made to compensate - people would be able to trick-nuke or run-through our pets and effectively negate them with very little effort.
 

willowywicca

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Boggy said:
We are not tied for range. Your pet outranges mine. In some situations (eg interruptions or CC of caster) this is salient.




This is not true and I think actually it is this type of perception where most people go wrong. The likelihood of me having ANY pets out in open field is extremely low. The likelihood of you coming upon a camp I have set up is only marginally higher outside of a keep scenario. If I DID have a camp set up, I can maintain maybe 3 or 4 shrooms at a time unless I want to be oop on inc. People talk about 16 shrooms as our pet limit and seem to think that we always have 16 out, but in fact I would only have that number out in a major siege engagement where a fop was available.

With only a few shrooms out, my pets would not kill either you or your pet immediately.



Resist rate is my major problem with a baseline level 45 spell. We do not have a level 50 baseline like some classes.



The classes limited to root as CC either have a long range nuke or a mobile pet. Animists are the only class who do not have any of those tools.

The root being on a bomber is a big negative. It adds significantly to delay and also introduces additional possibilities for it not landing, over and above resists.

And yes there are scenarios for root to be used in caster vs caster fights, when the person you are facing has a mobile pet.

I'm not trying to over-egg the disadvantages of animists. Animists are weaker in open field and stronger in keeps. At towers I'd say it's swings and roundabouts. The lack of a second LoS check for pets is part of what makes us strong around keeps and without it - unless some other change was also made to compensate - people would be able to trick-nuke or run-through our pets and effectively negate them with very little effort.
I don't see how CC matters in a caster vs caster duel, you should be able to kill them before the pet reaches you.. and if you cast the root bomber at the pet it'd reach it far before the pet reaches you too..


Perhaps yes, if los is fixed, it would prevent *solo* animists from stopping a force from taking a keep while keeping himself out of risk (can be behind a corner casting the shrooms into the intersection with the corridor or whatever), however the los in conjunction with other effects pbaoe and other AE spams, makes it far too hard to attack a keep since even if you manage to get up cast anything and barely survive all the pbaoe and other spam, you will still die to shrooms, they also allow animists to completely block off areas to anyone without clerics in group (which happens a lot :p ). Fixing los checks would not imo seriously hamper an animists usefulness when defending in conjunction with other classes. and yeah, maybe up their speed a little to 2.5 or 2.0 (I guess with a drop in their DD delve so they keep same dps?) anything faster than that would be too much since then animist unbuffed shrooms would be casting significantly faster than unbuffed casters, which would be rather excessive :p
 

Bone_Idle

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Boggy said:
It sounds like the same bug I've experienced on guards, and as I have said elsewhere I wholeheartedly sympathise. I think we should try to get it fixed as soon as possible. If it's not already fixed on live in US, it should be put into an appropriate TL report (probably animist one).


Leave us Animists how we are damn it. Fed up with the amount of nerfs we already had tbh.
 

Bone_Idle

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I am Arboreal specced and my lifetap hits for around 250 damage. Thats why ive had to spec high in wild power to crit more often increasing my damage.

My bombers hit like a truck. Especialy after i debuff body first of all. The trouble is the bombers take some wild and crazy route before reaching their target. In which time im dead. :(

Or i can combo nuke. ;)
 

Puppet

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All nice theories.. Practice with fighting cabalists once u aggro'ed the pet:

Happens LOADS of times; doesnt matter how far u from the pet and such; and yes its a whine :p
 

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willowywicca

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Puppet said:
All nice theories.. Practice with fighting cabalists once u aggro'ed the pet:

Happens LOADS of times; doesnt matter how far u from the pet and such; and yes its a whine :p

I've fought mentalists with StT plenty of times, so I know how the pet can be. Showing one picture of you being chain stunned proves nothing at all. Actual test logs have proven otherwise. Check vnboard for them (I'm not registered there so can't use the search function to find the thread which is quite a few months old now)
 

Boggy

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willowywicca said:
I don't see how CC matters in a caster vs caster duel

willowywicca said:
so just cos the rest of your realm has overpowered baseline stun which is ideal for caster vs caster fights,

As you noted earlier yourself, CC can indeed be important in caster vs caster fights. If I am mezzed at the beginning of a fight it certainly puts me at a dis advantage. Against a sorc, SM or Theurg it is death.

willowywicca said:
you should be able to kill them before the pet reaches you.. and if you cast the root bomber at the pet it'd reach it far before the pet reaches you too..

I might be able to if the other caster let me, but there are all sorts of ways it can be prevented (eg the enemy can push into range just long enough to put his pet on me then back out again - I have no CC to prevent this).

The wisp will REACH the pet yes, but whether it applies it's spell is more doubtful. The most laughable aspect of our root is that the wisp does not like to cast it's spell on a moving target.


Perhaps yes, if los is fixed, it would prevent *solo* animists from stopping a force from taking a keep while keeping himself out of risk

This is just plain untrue. One animist MIGHT be able to pause a keep taking force IF that force was not more than half a group and IF that force includes no healing, wall climbing, pet or CC class. However, the animist will only stop you for 2 mins because after that he is OOP and his shrooms expire.

I know exactly what options and animist has for this because I tried to stop some Mids on Bolg a few weeks back when you were on Crim. Not solo, there were a few others there too, but no fop. We did not stop them. They killed me twice on the walls and then prevented me getting back in 4 times (yes, it was an annoying run solo through the swamp just to die repeatedly).
 

Puppet

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willowywicca said:
I've fought mentalists with StT plenty of times, so I know how the pet can be. Showing one picture of you being chain stunned proves nothing at all. Actual test logs have proven otherwise. Check vnboard for them (I'm not registered there so can't use the search function to find the thread which is quite a few months old now)

Im not registered; it was a whine Malev :p

But in the end if I find a posting about it its most likely made by some dude who has a Spiritmaster too and '"claims" the SM-pet only intercepts 50%; and the cabalist pet "only" stuns once every 5 seconds :p

Sure ofcourse its not always that you get chainstunned but be fair: If someone is on you and you just sprint; more then likely the pet will stun him within 5 seconds.

I rarely attack cabalists anymore due to it. VNBoards or not; statistics or not; its just plain bullshit how often I get stunned. Just put the pet-stun on a seperate immunity-table; would be rather fair.
 

willowywicca

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Boggy said:
The wisp will REACH the pet yes, but whether it applies it's spell is more doubtful. The most laughable aspect of our root is that the wisp does not like to cast it's spell on a moving target.

This is obviously a bug and something else that needs to be changed about animists then.
 

Esselinithia

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Lets see a few topics: say you have 10 pet deployed each clasting spells in 3 sec interval, that makes one spell per 0.3 sec on average... I think it isn't that bad, and I wish my casters would have it. I doubt animist have much problems with killing a few other classes in frontier from both nuking and non nuking variety. So animists are a bit strong. And yes, most casting have 2 LOS and 2 range checks, animist pets have one of each. So they have a better cast rate. Compare them to other pet spamming class: Theurgist. Even an animist says, he owns the theurgist in open field and in keeps. Imho this makes it very clear that animist are very strong nuker class. But hibernia is a magical realm, if you see the background of other realms, they should be less powerfull in magic, and albion should be best with defense (say have plate wearers, etc) midgard in physical offense (say savage). And if we see it, theurgist with the PBT has a nice support value and they can still help sieges in many ways. So animists are stronger than others where they should be stronger than others, I see no real problem with that.

Another topic mentioned here, is PVE. I think in all realms you can say: Not all people likes RvR, and ones who don't like won't go RvRing, I think noone can see any problem with that, since we all pay for the game to have fun. The problem is when people who don't like RvR and ask if there is a need for help, since the battle is important, and normally RvR people with high RRs say: "I CBA PLing my scout in AC" or "more fun if they take the keep and we take it back" the later also came with more RPs.

When the same mentioned PVE people spends money on dminituve siege engines, because they hear, not enough trebs outside, and the RvR people are surprised to see that diminituve siege engines can work and they don't have to carry full weight, that doesn't help. When you as cleric has to walk in solo with enc because of the seige gear to the siege because noone cares to help and when you are here with the engines requiested you see noone takes them from you. You get farmed, when you get rezzed you are "rooted" without buffs so start buffing yourself and get farmed again. And still noone cares for the siege engines you have. When you are short on seiege engines and BG leader is pretty close to destroying one, becuase he is enc and have the problem and noone takes it, when you have a problem with engines working slowly and you see a few unused ones.

For animist pets in courtyard: Who said you can't attack them with a catapult? For zergs in open field: Who said you can't do the same. give an fg with a catapulton each assist shooting at enemy fop with spec ammo, and you will see what happens.
 

Chronictank

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hehe most of hib/mid excal seems to be moving to here to get away from the zergs over there.
Every day of the week there are forces of over 100 people on keep raids and it gets tiresome after a while for those who hate running in zergs.

Gratz on the relic raid, persistance pays off after all :D
 

Belomar

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Puppet said:
I rarely attack cabalists anymore due to it. VNBoards or not; statistics or not; its just plain bullshit how often I get stunned. Just put the pet-stun on a seperate immunity-table; would be rather fair.
Isn't a future patch changing how stun works, so that you are immune for a certain multiplier of the stun duration? That would sort out Cabalist pets all right.
 

willowywicca

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Belomar said:
Isn't a future patch changing how stun works, so that you are immune for a certain multiplier of the stun duration? That would sort out Cabalist pets all right.

Yep, tho it's bugged initially, as each time the pet tries to stun again while target has immunity it resets the immunity timer for the target.. dunno if/when that gets fixed :x pretty much makes amber another useless caba pet ^^

So that just leaves emerald to be made completely useless ;)
 

Ilum

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I thought they reverted that fix so that Amber stayed the same?
 

Belomar

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From what I remember, they first added a immunity timer to all pet stuns. This was reverted after feedback (read: lots of angry pet casters). However, the next patch, they instead added new immunity code for all stuns, conveniently catching pet stuns as well. (Not too sure of how it all ended up, however.)
 

Alaron

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Nerwen said:
Problem me and a few other wizards i talked to had in Erasleigh few nights ago (before we ld'ed) was that we targeted the shrooms and tried to ae-nuke them but always got a message saying "your target is not visible". this continued even while standing right next to a shroom.
So don't know if this was due to the enormous lag, some keepfight bug or whatever. Sure is it was very anoying.

I find that approaching the shrooms from a completely different angle sometimes helps to get LOS on them. Shrooms sometimes appear to be sunken into the ground and battlements, preventing you to get LOS at all, even when standing on top of them. Now I wouldn't mind this if lack of LOS applies to both the shrooms and the caster, but unfortunately those "bugged" shrooms are happily nuking you while you're trying to weed them out.
 

Boggy

Fledgling Freddie
Joined
Aug 10, 2004
Messages
491
Well, obviously this is a problem. I'll try to find out if it gets fixed in a future patch. If not, perhaps someone could cooperate with me and make a movie of it happening so we can report it properly.
 

willowywicca

Fledgling Freddie
Joined
Jan 23, 2004
Messages
607
Belomar said:
From what I remember, they first added a immunity timer to all pet stuns. This was reverted after feedback (read: lots of angry pet casters). However, the next patch, they instead added new immunity code for all stuns, conveniently catching pet stuns as well. (Not too sure of how it all ended up, however.)

Not exactly, the first patch was a nerf to only amber simulacrum stuns, not other ones. But the SM and Druid TL complained about it (as well as cabalists ofc) since they realised that is caba pet got a nerf, stun from druid and sm pets would be nerfed too. So the nerf was removed. That was during 1.71.

In 1.72 all pet stuns (except theurgs for some reason~~ ) were changed to give immunity like other stuns do, giving 5 times the delve value of the stun as immunity timer.
 

Maoni

Fledgling Freddie
Joined
Jan 20, 2004
Messages
499
Sparrow said:
So it happened - the first relic movement on Prydwen since NF arrived. The Scabbard of Excalibur is now in Hibernia's relic temple.

Ever since NF arrived on the US servers we were told horror stories about Albion zerging all 6 relics home and keeping them unchallenged. We're even seeing it happen on Excalibur.

What makes Prydwen different then? What makes Prydwen/Hibernia, an officially underpopulated realm, different?

Let me hear your answers (and your whine).

Personally I think the answer is: Aran Thule.

Who is Aran Thule? =P
 

Gahn

Resident Freddy
Joined
Jan 16, 2004
Messages
5,056
As far as

Belomar said:
From what I remember, they first added a immunity timer to all pet stuns. This was reverted after feedback (read: lots of angry pet casters). However, the next patch, they instead added new immunity code for all stuns, conveniently catching pet stuns as well. (Not too sure of how it all ended up, however.)

As far as i can remember it applies ONLY to melee stuns ...
 

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