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#21 | |
Master
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Location: Peterborough ON
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#22 | |
Master
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#23 |
Count
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Location: Trinidad and Tobago
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I like the ideas.
the dynamics will really change indeed. Imagine conjurers would be able to drop the greater healing (regen over time) spell and can tactically fall back out of danger instead of standing there. Same for others that once were auras. The conjurer now becomes very tactical in nature and can advance and retreat as the need arises. The remaining (2?) auras will still cause the conjurer to come out and be susceptible to injury. I am cautious and guarded about the reductions of mana costs of heals. Maybe cool-downs should be lowered but care must be taken with both this and mana cost. Don't get me wrong, I am not saying it should not be done, I am just saying one step at a time. we wouldn't want conjurers to be able to out heal damage to such an extent that it causes imbalances. Remember the stacking dynamics would also change. Easy does it till all the proposed changes are spelled out by NGD. Knight auras back to 360 degrees would be a welcome return. Question is which 2 will the Knight retain as auras. Stars shield could probably become an area. It is not much used and not that interesting. If I were to keep 2 it probably would be Heroic presence, and Shield wall. (Tough call) Deflecting barrier is also a tough call. I would simply suggest ,because it reduces ranged damage, it becomes an area. This would allow the knight the flexibility to cast it on the charging force while being able to offer shielding in the form of heroic presence and shield wall as auras in melee conditions. Melee conditions are where the knights fight and as such those short range auras would help his/her allies most. This leaves the rangers covered in the area spell and able to fall back out of melee range (possibly knight auras) while still having protection against opponent rangers. Rangers are buffed to fight at range with protection while giving the knight the flexibility to move inside and fight without the rangers losing cover. All this aside, it might just come down to the 4 auras remaining that stresses the server the least. Changing some of these auras to areas may have other implications. What would might be needed especially for conjurers would be feedback on the range of their area with a visual cue. Possibly a small + sign over the head of all those who fall in the GH area for example. However, this may introduce complexity and as such lag. I am really not in a position to say. All in all, interesting concept. Also, some good ideas by posters above me. This one , depending on the implementation could be a big win for tactical play in this game. Artec |
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#24 |
Baron
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I don't think a conjurer would be unable to move towards the main force to GH an MP, remember there will be a little inmunity to cc's to counter the dreaded stacking of stuns and knocks, also not all conjurers will get dizzy/confused/knocked/stunned before reaching destination because they are usually more than just two and also because of mind blank, and on top of that there's mass dispell.
Also, how would you make the regeneration capability of GH stack? I thought it was a great idea at first but then that crossed my mind... Maybe it could be a (not too much) more powerful regen with a shorter but stackable duration? it would be the exception to the rule but what the hell :/ Or maybe just instant heal, lower effects as well as lower cooldown and (slightly lower to avoid overuse) mana cost. Ooor maybe add a second (or half a second) of inmunity. The odds of an enemy area being cast in the exact time this is in effect would be extremely slim and it would allow some more manuvering in a battle as the enemies get their attacks delayed for an instant. Maybe the GH and MP could be used under sanctuary too since they won't be auras any more, although that would definitely need a tweak or two. Last edited by El_Naso; 07-21-2010 at 01:29 PM. |
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#25 |
Count
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Location: Philippines
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The regeneration shouldn't stack IMO. Just like regenerate ally, the cast will override the previous. Also, the cast shouldn't take effect on players with 0 damage just like regenerate spells (unless NGD reverts this change).
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#26 |
Baron
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But current effect of GH stacks afaik, doesen't it? It's what makes GH counter extreme situations like an area sweep, also why just making it an instant heal may not cut it, unless it's a high value (1k or so), and I'm not quite sure that's the best idea :/
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#27 |
Count
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That's why I like Arwen's idea better. It's an instant heal + a regenerative effect. The instant heal on her example needs to be tweaked though. Maybe lower effect on levels 1-4. While the regenerates do not stack, multiple conjurers casting area 600 heals will be very powerful.
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#28 | |
Initiate
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Location: florence, italy
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knight def buffs Your idea (if i understand it) is to keep some kind of auras and transform other defensive support buff in "INSTANT BUFF TO PPL NEAR"? so (as example please confirm what are your thought) 1- i cast (as ex.)"SHIELD WALL" and the ppl near me at those precise moment take the buff for some time, and can go far in the fight? 2- i would have just 1-2 auras to choose from? (now i've almost all auras to 5 lvl i rotate them and burn all my manas there ![]() 3- i would have much more spell like the "ethereal manthle" so i could buff single players and they could move away? (this could be a path.. but will be risk, cause if too many buff of this kind are present you'll see probably the born of "auto-bot-buffer" at save, like ppl with 2 pc using one "buffer account" and the other to plays... i understand that the auras are a "BIG CHARGE" in terms of CPU costs, cause the positional issue constanty check could be a pain, but why dont you reduce the thick time of the check? i mean.. check only 1 time per 5 second? giving a fade time of 5-6 second to the effect? so ppl have to stay near until they take the "thick" and after they need only to stay around with a bit of "approssimation"... this could be a good "compromise to cpu cost"?
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(Horus) Ignis - Ignobili Malignis Mala Tempora (hunter) (notsoactive) Massenzio Treesimo (knight) - Mazrim Taim (lock) |
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#29 | |
Pledge
Join Date: Dec 2008
Posts: 29
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lets just imagine.... 3 conjus at front doors.... they pre-cast gh.... after that fort defence came out with some area spams. outcome gh saved ppl around including conjus.... but what will happen after next conju nefring.... conju may be unable to cast ie knocked confused and so on... let me remind, that gh is also one of conju defence, especially joined with karma, steel skin and regnen gh pre-casts will no longer be possible = bad bad idea so once again NO for next conju nefring action.... support conjus are so rear soon we will see them only in gallery pictures as extinct class |
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#30 | |
Apprentice
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Location: Europe
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About the CPU consuming here my theory... I'll try to explain it (with my bad english), the theory is called "hit cactus theory" ![]() Instead of calculate the distances for each player and check if they are in range you could add another "check for properties of the terrain" for each player. Could it help?
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Ayexeyen (in phonetic word "aiεkzεiɱ"): Ignis Barb 60 Last edited by ayexeyen_; 07-21-2010 at 08:05 AM. Reason: typo |
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