Quote:
Originally Posted by Alecta
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Non-Classic Mechanics
You've had a chance to play with these, we want some feedback on whether or not they should stay in.
Soft LOS Check
Null created a system where if you had LOS on a player at the beginning of the detrimental spell and your target went out of LOS at the end of the cast, your spell wouldn't fail if the player was still within 70% of the spells range.
Personally, I feel like this is not a good thing. It reduces the importance of positioning and timing in dungeon pvp and it makes new players cry hax when they get nuked through walls. Thoughts?
Root and Snare Duration
Null also made it so root and snare do not have a chance to break on ticks. Instead if they land, they always land for the full duration. They only break on spell damage and melee damage. Melee damage has a (damage/5)% chance to break, so a 500 hp blow always breaks it, a 250 hp blow will have a 50% chance to break it, etc.
Personally, I think that by not giving it a chance to break on ticks, it further trivializes resists. And while I understand the logic behind the melee damage, that's not exactly classic.
Also, the Titanium Client has a 24 second snare cap for PvP that we are currently overriding. Any opinions on the 24 second cap with tic checks for snare?
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LoS check: think null had it perfect here. Maaybe reduce the range to 50% only in dungeons, and keep it 70% for outdoors. Running around in guk or solb or whatever dungeon, you have almost 0 chance of getting to 70% spell distance, especially if mobs are around. If los was needed both at beginning and end, casters would be way too gimped. They'd basically be limited to outdoor zones with flat plains (they'd get to rule the karanas though!...).
Root: I always thought null's root system with 5% was fine, and the one time someone actually gets rooted they cry too hard. Mage pet root was actually op, but regular root... RARELY was casted in PvP. Only time I ever saw it was desperate attempts at keeping someone from reaching a zone line. I've never even once had a guild "root train" called. It's always a "dispell train" for a reason. If root was as op as everyone complains it was, they'd have actually been casting the spell.
That said.. seeing as it's already been changed to 2% chance down from 5, I really think it doesn't matter how the "break" mechanic functions. Breaking on ticks (and nukes) is most classic, so do it so nilbog can sleep better at night.
Snare: I'd keep it going over 24 seconds, with resist checks every tick. Classic. Hrm.. with regards to root and snare, once they land the first time, is the "break free" check harder to pass than the initial "get rooted" check? Because if they are the same (which I do not think they should be) then all roots and snares would only be lasting for 1 tick... this would make them really even more useless, and probably why null had them land for full duration and then have them break the way he did. Soo.. the "break free" check would have to have a lower probability than the initial landing of the spell.