1.83b Release Notes

General 'Hibernian' forum for the entire cluster
Xest
Emerald Rider
Posts: 3166
Joined: Mon Feb 07, 2005 12:00 pm

Post by Xest »

Gahn wrote:Well the Ns problem for Albion won't be solved by putting it in Wizard Earth Line like they did, ain't it? :D
Exactly my point :p It's not like it's something to whine about, it's a completely neglible boost.
OFFICER XEST - PROTECTING YOU AGAINST FORUM CRIME
Image
Che Xefan, el presidente.

User avatar
Genedril
Emerald Rider
Posts: 1559
Joined: Sun Feb 06, 2005 2:18 am
Location: I'm alive??

Post by Genedril »

Think I'd find it hard to call it a boost at all to be fair. Though albs have it easier in other areas & not all realms are the same blah blah blah.

It's either going to mean Ice Wizards sub-specin ' in Earth (& losing top lvl pb for anything over the bottom tier ns) or Fire Wizzies trying to find out if dropping the top lvl bolt & dd are worth it for extra util. Poor wizzies have been crying for some util for ages & they stick it in the Earth line fgs.

Xest's idea of scalable timers for nearsight lvl is pretty good, don't suppose you've suggested it to Mythic have you?
Those that can't lead follow.

Those that can lead should admit when they're lost.

Cernos
Emerald Rider
Posts: 146
Joined: Thu Feb 10, 2005 3:08 pm

Post by Cernos »

Genedril wrote:Poor wizzies have been crying for some util for ages & they stick it in the Earth line fgs.
Well I think they put it in Earth because it's just a sop. Players in general don't like nearsight, it's one of the more irritating features in the game, so they put it in the wizzies least popular line to prevent there being a big increase in Alb NS use.

Xest
Emerald Rider
Posts: 3166
Joined: Mon Feb 07, 2005 12:00 pm

Post by Xest »

Cernos wrote:Well I think they put it in Earth because it's just a sop. Players in general don't like nearsight, it's one of the more irritating features in the game, so they put it in the wizzies least popular line to prevent there being a big increase in Alb NS use.
Hardly a fair solution though when the other realms have vastly more nearsight, hence the frustration for Alb being much worse because they get nearsighted far more than they can possibly nearsight.
Genedril wrote:Xest's idea of scalable timers for nearsight lvl is pretty good, don't suppose you've suggested it to Mythic have you?
I haven't because I'm worried they'll do it as is, without making the other required change - moving nearsight on Elds from Light to Mentalism on Ments or some such so that it's an equally useless specline in each realm. That or move nearsight from supp. on RMs to darkness or RC and from matter on cabbys to spirit. It would just be stupid if Hib was running round with 60 sec nearsight whilst Alb/Mid were shafted with 20secs or whatever. If equal nearsight was equally distributed throughout the realms then it would be an absolutely perfect fix to nearsight which as Cernos pointed out is just an extremely stupid annoying spell. Problem is as I say Light elds are very common whereas suppresion RMs and Matter cabbys are non-existent.
OFFICER XEST - PROTECTING YOU AGAINST FORUM CRIME
Image
Che Xefan, el presidente.

User avatar
Maeloch
Posts: 524
Joined: Mon Feb 07, 2005 8:49 am
Location: Great Grimsby

Post by Maeloch »

Xest wrote:Mid already had two nearsighters, Warlock and Runemaster. Hib already had two, Eldritch and Bainshee. Hib is the only realm that realistically gets red nearsight so it's hardly an Alb boost, it's just a weak attempt at bringing Alb upto par.

That said, nearsight overall needs to be reduced in duration. Ideally it should scale in duration with spec, i.e. 5 secs for grey NS, 10 secs for green, 25 secs for blue, 40 for yellow and 60 for red but as I said already Hib would be the only realm with anything other than blue nearsight still so they'd need to move Alb/Mid nearsight into useful speclines like with Elds.
Not played eldie that long, but do think the actual lvl of NS is not that much of a big deal - blue NS will mess up casting just as much as red NS and it anycase it often gets cured/purged v fast now, within a few sec. Mainly good for long range spamming to tie down a couple of casters if u get the chance. If get NS'd myself and can't get a cure almost always have purge - 24/7 bl ability spammage breaking mez means don't often have to burn it on that.

Went started as light spec was actually quite disappointed how little a splash red NS makes vs caster grps...must be a total pain on classic servers tho.
Mael, 50th ment.

Xest
Emerald Rider
Posts: 3166
Joined: Mon Feb 07, 2005 12:00 pm

Post by Xest »

Maeloch wrote:Not played eldie that long, but do think the actual lvl of NS is not that much of a big deal - blue NS will mess up casting just as much as red NS and it anycase it often gets cured/purged v fast now, within a few sec. Mainly good for long range spamming to tie down a couple of casters if u get the chance. If get NS'd myself and can't get a cure almost always have purge - 24/7 bl ability spammage breaking mez means don't often have to burn it on that.

Went started as light spec was actually quite disappointed how little a splash red NS makes vs caster grps...must be a total pain on classic servers tho.
Used to feel the same on Cabby, my thinking was that blue NS as tri-spec would screw them up enough but I don't really agree anymore, blue NS still gives like 1000+ range or something whereas red stuffs you with some unuseable range where you might as well have a 2min stun effect on you, the only difference being you can run round aimlessly. I think the problem is still mostly the duration, 1min immunity on a spell with 2min duration is stupid.

In my suggestion above, I think red NS having like 40 secs or so duration after resists is pretty fair, the only issue being the impossibility of spreading NS out equally. Also I don't think a short duration on grey/green NS would be unfair, why should a spell that costs like 14 spec or whatever seriously hamper your usual range for like 1min 20 or so after resists.
OFFICER XEST - PROTECTING YOU AGAINST FORUM CRIME
Image
Che Xefan, el presidente.

User avatar
Maeloch
Posts: 524
Joined: Mon Feb 07, 2005 8:49 am
Location: Great Grimsby

Post by Maeloch »

Xest wrote:Used to feel the same on Cabby, my thinking was that blue NS as tri-spec would screw them up enough but I don't really agree anymore, blue NS still gives like 1000+ range or something whereas red stuffs you with some unuseable range where you might as well have a 2min stun effect on you, the only difference being you can run round aimlessly.
Either way, blue or red NS, as caster u have to probably have to pull back till it gets sorted unless you want other casters to take free pops at you. Thing is tho, it generally gets sorted vs quickly. ofc if you're not in a grp, with bot or have resist buffs up the duration is a pain.
Mael, 50th ment.

Grymligast
Emerald Rider
Posts: 188
Joined: Wed Mar 30, 2005 10:16 am

Post by Grymligast »

Druids pet disease procc was from the beginning hunter suggestion.

As usual Mythic takes ideas from TL reports and put them into classes that don´t need/shouldn´t have it.

And the change to celerity is gonna make alb melee trains stupidly OP. They could atleast have kept the 15% pow cost to remove perma twisting end and celerity
Grymligast RR9l0 SB Shelved
Mirani RR5l3 Valkyrie In progress
+30 or so more chars.

pepper
Emerald Rider
Posts: 51
Joined: Thu Feb 23, 2006 8:44 am

Post by pepper »

Why do albs need NS when they have an insanely amount of pets compared to mid/hib? They can interrupt all casters/healers with them and there's no need of NS in those cases. Sorc with charmed pet and cabby with simulacrums and pet spammer theurgs are more than enough. I play a light eld, i have red NS and if u ask me ill gladly drop the NS and take casteable pets in an insanely range and no mezzeable neither rootable as theurgs have.

BTW, do you know NS and DISEASE will be nothing in next patch since they will be removed with just a spell?

User avatar
Craft
Emerald Rider
Posts: 207
Joined: Tue Mar 22, 2005 11:18 am
Location: Yorkshire
Contact:

Post by Craft »

will that be just one spell? ie. to remove them both at the same time like all negative effects?
Image
Xest wrote:What's wrong with worms, have you ever tried to kill one? every time you try and cut it in half it becomes twice as hard to kill and over and over until you have an army of partial worms.

Post Reply

Return to “Hibernian Cluster Discussion”