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Old 05-23-2015, 02:09 PM
Luniz Luniz is offline
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Join Date: Apr 2015
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http://www.project1999.com/forums/sh...d.php?t=124100

Alecta Alecta is offline
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Join Date: Apr 2013
Location: Red '99
Posts: 274
Default R99 - 'Improving' Spell Casting
Quote:
As you can see from the patch notes, we've been revisiting some of the spell mechanics on R99.

We would prefer to keep these as classic as possible. Mechanics like LOS checks, channeling, water dancing, cast times, spell effect behaviors, resists etc. should be as classic / appropriate to the era as possible.

I know Null tried to balance things but I feel like should do that using the 'unknowns' (ie, resist formulas) rather than changing the 'knowns'.

Also, we're looking for community feedback, but particularly quality feedback. Saying "resists are broken" is less helpful than "ice comet always lands for full" is less helpful than saying "Ice comet landed for full in 8/10 casts at 200 CR when cast by an even con. Should be partialing for half that." We won't act on every bit of input, but the more the better.

We understand that a lot of this is going to lack hard evidence from 'live', but hopefully we can get to a place where most people are happy.
Alecta Alecta is offline
Developer
Join Date: Apr 2013
Location: Red '99
Posts: 274
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Quote:
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?
Last edited by Luniz; 05-23-2015 at 02:12 PM..
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