The Call To Nahfiotos & Kheh's Chaos Star
i've got just a few comments to make...the helpfile for both these skills say that the sword heals as it damages and so does the Chaos Star...but i don't see much of it...the sword heals like 1hps per attack if you're lucky (8 hps per round...wow?) and the chaos star heals like 80 hps on a full hit (are you serious?)...i'm hoping that these skills do get looked at and fixed (if they're broken) or improved (if they're not broken) to at least heal for something more decent...and why do warlocks get to cast weapons in battle but not marauders? :(
where is the love? :( |
I kinda agree with argh on the casting position of created items.
Why is that warlocks get to cast its weapons in combat and other classes don't (valks, marauders,footpad, etc) Why is it prejudice towards melee? I reckon its about time all class-specific castable weapons should only be able to made out of combat. I mean in an RP sense it takes awhile to call out and transmute and item and then start fighting. You can't be swinging arms and the channel to create an item. They just don't appear in a second. Well IMO. An for warlocks, wicked fidelity is a cool spell and that being able to cast in battle is fine. but allow to be castable on items worn on hand and then give it a lag to it. I think that's a cooler way to implement. I imagine a warlock weilding its claymore. in the heat of the fight, its dying. and he is compelled to reshape his claymore to falx. he yells and his claymore glows a shady yellow, he begins to swing his sword and as it reaches its target the glow sparks a bright light and fades and all that is visible is the falx smashing into the head of its adversary. Now, how wicked fidelity works is, warlock fights. ohnoes he's dying he wants his falx. he needs to jump aside. get off battle stance, stops and looks at his weapon cast his spell on it, and wield it and say haha i'm ready to fight again....good lord that sounds boring..... ________ My Webcams Hookup |
errr...yeah...well put...but somewhat unrelated to the topic...heheh
either way...that was a very nicely animated way of displaying your idea...heh |
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He Argh hang on a sec stop pounding on me I need to get better weapons... sure thing Seren I'll just sit over here and have a smoke, let me know when you are good to go again! Yup can see that happening soon. |
well...i'm not against warlocks casting weapons in combat...but i'd like to see every other classes that summon weapons be able to do so in combat as well...except for the archimage weapons of course...anyway...about the healing factor of the chaos star and the sword...heh
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on the occasion you pull off 10 perfect hitting chaos stars...you would have healed a grand total of 800 hps...that's about 1 kick worth...at 4k lag per star...but against most players, you'll hardly land perfect chaos stars anyway...and i'm not sure about the healing abilities of the other weapons...but it seems a tad ridiculous to me...heh...especially since it's my ONLY subclass unique skill :P...i've got decent percentage into the sword but the healing is still close to zilch...heh
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brings us back round to the age old complaint of unique skills in sub-classes. I know Whim has said he will get to them eventualy, but one can wonder the length of eventualy :)
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man...whim is getting pwned by subclasses!!
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Sorry this isn't really related to nahfiotos or chaos star. but to marauders in general. sorry for bumping this thread and not sarting a fresh one :p
But just an idea here after reading again the class description on 6thS Marauder (solo/stealth, single/multi-target, offensive) The Marauder values chaos and self-preservation above all else. Confusion reigns supreme over any battlefield darkened by a Marauder's presence; powerful warriors in their own right, they represent certain danger to their foes and a potential threat to their less careful allies, as well. The Marauder holds impressive sway over the darker forms of magic, and they will happily rain destruction down upon friend and foe alike, savoring the chaos and mayhem. I kinda like the idea whim is going with this. So far only one skill that actual does what it says : warped reality. Should more skills fit this flavour more? here few things i think would be cool to change: slow: make it an aoe affect, shorter affect time to tone the wide spread dmg. affects friend and foe. but with higher mastery you will have less a chance to affect your group members. Put a prevention on it maybe remove trail concealment and vanish (sorry i never think marauders deserve to be sneaky...but that's just my opinion) and replace it with an aoe: that lowers dex or increase dex at random. And increase the dex of marauder base on the number of +dex affect in the room and increase the str of the marauder base on the number of -dex affect in the room. As mastery increase the chances of group members get +dex affect instead of a -dex. And at even higher dex lowers the chance of others getting +dex. Just an idea :P we need more aoe classes. and i think marauders and valks can be the classes that works towards it :P ________ Weed maps |
put a prevent on slow...that's like saying put a prevent on ninja's stun and monks temple touch...and marauders are pro at not leaving tracks and not being seen!!!
we're supposed to be stealing and plundering people all the time... Quote:
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I think you've missed the whole point of my suggestion. its to make marauders an aoe fighter.
If you read further on slow its aoe. And to have a spammable aoe that's insane. and i'm not talking about a 1min - 2min prevent. a short prevent that just disallows them to spam instead of putting a lag on it. so instant slow that allows you to do other things while you get it back like say what 4 rounds later? Well just thinking of more aoe skills for marauders. and with dex in place now thought a new aoe skill should be surrounding that. Basically the point is to start having classes that contribute to a team in different ways. Marauders - aoe negative affects and valkyries - aoe positive affects. Quote:
And i think stealing is more for footpads. maybe plundering. But i've never read of marauders plundering a village or a caravan or anything in stealthiness. The just charge in a huge number on horsebacks and yell aiayayayaya. ________ VAPORIZER PIPE |
those are raiders...and nobody's gonna wanna go an aoe class...unless you haven't noticed, group pk is dead...even as it is, i can redirect slow to whoever anyway...i really don't see the point in making it an aoe skill...we have silver inferno for that aoe -dex anyway!! if you're talking about improving the class, this isn't helping...if you're talking about toning the class, you're better off starting with warlocks and poliirs...if you're talking about changing it for shits and giggle to see how it's gonna work, i'll tell you that it isn't going to...even if you put an 8 second prevent for an 8 second aoe affect, it's hardly gonna make a difference to what it does now..
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My only complaint with Marauder(using) would be the sheer number of prevention attacks:
Banded Smiting Initiative Kick Mental Blast Striking Fist Bash Ashi Barai Kick Storm Complexity Unhallowed Scathing Mental Tempest In fact, by the time you finished going through the above list(given that Nodeka typically parses 3-5 preventions per 2-second round), Kick has probably already become unprevented, maybe Mental Blast as well.:p |
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i'm suggesting a change in the dynamics of the class. To aoe class. As if you pk solo all the time. The only reason aoe is dead coz no one pks. I'm sure everyone would agree they'd want to see more ppl pk. and with changes such as these maybe it'll go hand in hand with imms trying to promote ways of having more ppl pk. and fine ignore every single example. That was way beside the main point. it was all just suggestion or a glimpse of what i was talking about. so stfu on talking bout how much the example sucks and talk more about the idea as a whole as you stated about aoe pk being dead. that seems more of a viable discussion. Then oh lol why for stupid example. ________ Activa |
no i do not pk solo all the time...but apart from cits, i have also not pked any groups in frikking ages...everyone wants to see more people pk as long as it doesn't involve them and their botting...you wanna see more people pk?? implement pk rewards that far outshine pve efforts (gonna be pretty hard to beat crafted gear)...take spy/port away or make it all necro style spy at least...
ignore every single example?? have you actually thought through your own idea before putting it out?? for one, we don't even have a class unique aoe skill to begin with...warp reality changed that and i'm all for seeing new skills/spells implemented even if they are on the same prevent as current skills/spells...what you're suggesting on the other hand doesn't really help the class...how about something like "marauders should get a charge based stun that stuns random people in the room" or something like that...only problem being...sooner or later, nobody's gonna wanna group with marauders... |
Just wondering how does taking spy away increase pking? More people will start to PK if you are unable to find anyone? That seems counter intuitive.
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Removing spy would not lead to more people PK'ing, it would just lead to more fun for you... PK without retrebution, great for your data sheet shitty for everything eles.
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There is an over abundance in my opinion of !spy currently. Every other race is !distant magic, do you know how hard it is to spy people these days, let alone visit them with !distant magic? The change for !spy races was actually so fighters weren't completely engulfed by casters who could spy and teleport in. Making it harder to spy does 2 things(given the current framework of !distant magic): 1) it deters people from PKilling because they have no idea what is waiting for them 2) it gives fighters an edge over casters because now the caster's aren't able to prepare for whats coming( granted neither can the fighters now that they can't have a friend spy, but fighters can prepare on the front end a bit more than most casters ) Regardless of spy or not, there's always going to be the lockdown factor in an online pkilling situation. Happens in all kinds of games. |
The reason that !spy is on such high % is because of the brute force nature of lagless charges: If a witch/sorc/wizard/warlock (hereinafter wiorcardlock) wants to spy you, they just throw charges at you until one sticks. There's no chance of delay unless they have been spying you or someone else so often and for so long that they run out of charges.
Putting aside charges, by giving a small downtime to failed spies (in the same manner that necromancers who fail to spy a targets simply CANNOT do so for a short while), we can lower the % of !spy on races. Keep the spies as charges or don't, but I think a short downtime should be implemented for when a spy is eaten by protection from distance magic. I'm guessing the downtime could be anywhere from 30 seconds to something substantial like 2-3 minutes a necromancer experiences. It could vary with training or with class, and I'm not concerned with the actual number; my main concern lies instead with the capability of brute forcing spies. It's actually pretty difficult to run out of spies as a wiorcardlock unless your target has significant protection from distance magic, and my guess is that's why !spy is so prevalent. Put in a time penalty for !spy, and then it becomes reasonable to lower the % of !spy. |
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i actually do have an idea of how hard it is to spy people...so it takes a few seconds more than usual...big deal...end result's the same...basically, if i wanted to spy you, i will...and if you're not a race with !distant magic, you're screwed even more...and i really don't understand what you're trying to say with #2...are you actually implying that fighters are stronger than casters?? and i really can't see anybody locking anybody down without spy/port... |
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