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#1
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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. | ||
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#2
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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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Last edited by Alecta; 10-08-2013 at 12:20 PM..
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#3
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On the subject of casting mechanics, I'd also like to see this addressed:
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As far as I know, there's no evidence that anything like this existed on live. Melee push and the channeling formula should've been investigated first. | |||
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#4
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#5
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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. | |||
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Last edited by Pudge; 10-09-2013 at 05:08 AM..
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#6
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there were many fights where it would land and i'd be instagibbed | |||
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#7
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#8
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RZ rules:
- Damage spells were capped at 66% of their normal damage against players - Damage spells did not require line of sight in order to hit PCs. Therefore you can attack and be attacked through walls, floors, etc. - Point-Blank AE spells did not harm your groupmates, but they hurt your pet. - You were able to attack your own pet. If you attack your pet (spell or melee) it will instantly suicide. - Resistance Debuffs (the Tashan and Malosi series) had an increased impact on players. - Harmtouch and Lay on Hands did not recycle on ANY death. You had to wait full duration to use these abilities again.
__________________
Stinkum's Greatest Hits:
In Defense of the Paladin In Memory of Cros Treewind The Top 4 Most Depressing Facts about the Titanium Client | ||
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#9
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#10
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__________________
Current Games:
Naw | |||
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