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centurion
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Post by centurion »

Guinnessrules wrote:cba to read all posts so not sure if someone already said this, but imo u shouldn't be interupted when ur enemy hits the BT. Thats all i ask as a caster.
and PBT? Think that one over.
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Gandelf
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Post by Gandelf »

Ovi wrote:Seems posts here fall into 3 categories, Anti-Gandelf, Anti-WoW or I'm Alright Jack... and some fall into all 3 :)

Not entirely true. Some players do agree with me about the interrupt timer needing a look at.

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Post by Elrandhir »

hehe well I havent anything against either Gand or WoW, but I don´t think the Idea of changeing interrupts is good atall ^^, well sure if you only look from one class point of view.

Still no harm in saying what you like to see in the game everyone has the right to have their own opinion ;D
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Lieva
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Post by Lieva »

Gandelf wrote:Not entirely true. Some players do agree with me about the interrupt timer needing a look at.

Yea im one of em :boing:
Defo different interupt code per class (not magician vs magician - forrester vs mage etc)
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Cuchuluhain
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Post by Cuchuluhain »

Posted this on freddys a while back

We're all a bit damn tired of how its nuke nuke nuke oh Im dead, be it from sorcs with their mocing lifetapping whilst immune, to bainshee's spamming aoes, to being stun nuke nuked by chanters/eldies/ments, to eating several bolts from silly distances.

Frankly, non casters are a bit tired of it, especially the good old healer types who cant dish out the heals fast enough to keep out. We've all seen the whines about over powered this and that, but no real solutions that wouldnt cause grief more so for one side than the others.

I think I have 2 possibilities.

1) hard cap dex at 250, just the same way qui is hard capped for archers, this means spells with 2 sec delve time could only be taken down to maybe 1.5sec, not a lot of a change, but half a sec slower, means 1 less nuke in 4 seconds, which is enough time for a main healer to react and have a heal launched.

2) Sliding scale the damage on nukes, much the same way its sliding scaled on Quickshot. If the spell is delved at 2.5seconds, but your dex lets you cast it on 1 second, the time factorial becomes the damage factorial. At 1 sec youre at around 40% of the cast time, so the spell does 40% of the damage. This would mean two click casting, 1 click to start casting, 1 to release, if you hold it for the full delve of the spell, you do full damage, if you let it go as a snap cast, you do a sliding amount of damage depending on how long you held onto the spell for.


As a 'trade' off for having the damage effectively 'nerfed', the interrupt code would be changed. If they get hit whilst casting, the spell goes off with the time theyve already spent casting the spell. So if they hit cast and 1sec later get smashed in the face by a naughty archer/scout/hunter/warlock, the spell gets lobbed at their target with 1sec of damage, or 40%.

The scale would also apply to all magic casts, on a stun, if they get interupted, the stun will only last for the equivalent amount of time. Eg 50% of the cast time when hit, the stun sticks for 50% of the time, the druid is 2 seconds through a 3 second cast cycle, the spell heals for 75% of its max value.

quick cast would let the spell go at 100% effectiveness.


As a further change, Id change stun to be a debuff so that you move at 30% speed and are casting speed debuffed for a similar value, mezz would be changed to being something akin to 'drunk mode', control inputs are randomised so you could end up charging off in the wrong direction (assist/face/stick would be disabled). Simply put, its no fracking fun to be taken out of a fight then watching as your group is slaughtered. CC is necessary, but its current form favours the 'hardcore' far too much. Buy purge thou noob, will most likely be peoples response, to whit, i reply 'what, you expect me to continue to moo and be farmed?'. Purge isnt available til you rvr, and if you get butchered everytime you go out to try to get it, you wont bother any more. So, rather than take control away from the player, which in effect, is exactly what castable stun/mez do, you simply make it a restriction to movement/control.

Light tanks are doing fine thanks to charge etc, but each realms heavy tank isnt getting a lot of love, that needs addressed.

There are multiple ways to avoid taking a physical hit, almost no ways to avoid taking a magical hit. You have blade turn, bomber blade turn, pulsing blade turn, shields, guard, bodyguard, intercept, brittle guards, blocking/intercepting pets, bomber absorb boosts, chant ablatatives, ra's

To avoid being nuked you have.. uh ... well... uhm .. castable resists, a few ra's... and thats about it really.

Casting >> melee right now, and has been for quite some time, even longer than when it was melee>> caster. Hell range >> all in most of the new frontiers.

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Post by centurion »

Banana wrote:Yea im one of em :boing:
Defo different interupt code per class (not magician vs magician - forrester vs mage etc)
and what arguments do you base this on ? Judging from your immense rvr experience are we? or you just postfarming again.

magican vs magican ? forester vs mage? please explain.
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Post by Haarewin »

centurion wrote: or you just postfarming again.
mods are allowed to postfarm.



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Gandelf
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Post by Gandelf »

Cuchuluhain wrote:1) hard cap dex at 250, just the same way qui is hard capped for archers, this means spells with 2 sec delve time could only be taken down to maybe 1.5sec, not a lot of a change, but half a sec slower, means 1 less nuke in 4 seconds, which is enough time for a main healer to react and have a heal launched.

I agree with that. Part of the reason why casters get slagged off is because their dex is often sky-high. With a hard cap, casters like myself wouldn't feel under pressure to strive to get all the ToA artefacts. Part of me loves artefacts for what they can do for you, but the other half of me hates them, because you feel you can't compete without them and in my case, I just don't have the time to play long enough to go after them. A hard Dex cap would allow casters like myself to comfortably reach it through "casual" playing.
Cuchuluhain wrote:2) Sliding scale the damage on nukes, much the same way its sliding scaled on Quickshot. If the spell is delved at 2.5seconds, but your dex lets you cast it on 1 second, the time factorial becomes the damage factorial. At 1 sec youre at around 40% of the cast time, so the spell does 40% of the damage. This would mean two click casting, 1 click to start casting, 1 to release, if you hold it for the full delve of the spell, you do full damage, if you let it go as a snap cast, you do a sliding amount of damage depending on how long you held onto the spell for.

As a 'trade' off for having the damage effectively 'nerfed', the interrupt code would be changed. If they get hit whilst casting, the spell goes off with the time theyve already spent casting the spell. So if they hit cast and 1sec later get smashed in the face by a naughty archer/scout/hunter/warlock, the spell gets lobbed at their target with 1sec of damage, or 40%.

This wouldn't work in my opinion. It would penalise casters too much and how would it work with insta-cast spells? Also, tanks would go to extraordinary lengths to cap Quickness, so that the casters would never be able to do more than, say 50% of their spell damage.
Cuchuluhain wrote:The scale would also apply to all magic casts, on a stun, if they get interupted, the stun will only last for the equivalent amount of time. Eg 50% of the cast time when hit, the stun sticks for 50% of the time, the druid is 2 seconds through a 3 second cast cycle, the spell heals for 75% of its max value.

quick cast would let the spell go at 100% effectiveness.

This would resign caster classes to the dustbin (best place for them, you might say). The stun is only 9 seconds anyway. To make it proportional to being interrupted would go against the whole idea of Stun being a binary spell, i.e. either on or off.

Quickcast does not really work that well from my experience. It certainly doesn't prevent interruption in my experience. Also, making Stun dependent on Quickcast, as you suggest, would mean that you couldn't have an effective Stun for a while after using Quickcast, because Quickcast is on a 30 sec re-use timer (which is a very long time in combat). Stun casts in 3 secs normally, so therefore, after using quickcast you could only land a successful stun once out of 10 attempts in that 30 seconds (hypothetically speaking of course). Even with capped dex, you couldn't get around the 30 sec. re-use timer.

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Post by Xest »

centurion wrote:and what arguments do you base this on ? Judging from your immense rvr experience are we? or you just postfarming again.

magican vs magican ? forester vs mage? please explain.
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Post by Ovi »

centurion wrote:Judging from your immense rvr experience are we?
Sorry did I miss the part where RvR is only supposed to be fun for those that do have immense RvR experience? :o

There are many DAoCers that only "dabble" in RvR and the current system disadvantages them the most. It's no co-incidence that the higher up the RRs you go the happier people are with the system.

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