New classlead round, new thread, same purpose.
Raksha Band:
My problem with this isn't that it's basically a foolproof escape. It's not that it's difficult to prevent without 100% uptime CC. It's not even that redemption/ring makes people effectively unkillable.
My problem with this ring is that, all too often, this is how fights against it go. Septus runs in. Septus attacks you once or twice. Septus rings. 15 seconds later or so, Septus runs in, attacks you once or twice, and rings. After a few rounds of this, Septus runs in and breaks your legs. That or "Juran gets low, Juran rings out, Juran tracks back in a few seconds later. Repeat over the course of the entire shardfall." My problem is that I can see somebody like Septus ring 3 times in less than a minute while still maintaining a workable offense.
So what I want to do is change it so that using the ring to escape within, say, 30 seconds of a PvP attack will put the ring on cooldown for ~5 minutes. This preserves it as an escape method and leaves it as a convenient travel method when bashing and such, but it prevents it from being used to safely set up limbs, as well as limiting the amount ring/track style healing breaks that can be taken over the course of any one fight.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Comments
All instant escape abilities should probably get a cooldown period.
the claims are stated - it's the world I've created
Solution:
Not sure which one I favor.
Edit: I accidentally a word.
Edit 2: I mean, rather than fighting rng at this point in time. Not saying the overall change is a bad one or isn't needed.
I mean, it annoys me as well that I'm blocked by my allies' abilities to see their location, but there are some other solutions other than spamming finding abilities.
EDIT: But I'm not opposed to removing the restriction for mutual allies.
the claims are stated - it's the world I've created
What you should classlead is "Reducing the ability for someone outside of a shardfall to interfere with the outcome of a shardfall without having to enter the shardfall itself, while maintaining the no-pk-rights later on by claiming it's happened within the confines of the shardfall." (which Lio will).
the claims are stated - it's the world I've created
Hearts - Change them to not drop on logout or death. The very short decay time is enough to make it impossible to hog these for too long.
Soulspears - Make it possible to throw these within the same room as the target. It could either be the exact same effect or remove the impale effect for a bit higher damage due to a higher impact since you're standing like a feet away and throwing it in their face.
Putrefaction - Draining health to keep this one up seems weird today. I can understand the reasoning behind it when it used to be really high protection, but now at a 20% resist I can't see why it should also drain health. Especially since there's other abilities in the same range that does not drain health. Conclusion: remove the health drain.
Demon sap - Make it possible to use this ability + various other ouroboros abilities when your ouroboros is in your room. Right now it requires me to order it to follow me, which I think is a weird and dumb mechanic since it's RIGHT THERE.
Nightmare - Give us a message when this demon hits a target because I hate the hidden ticks.
Malignosis demons - I have several ideas for them, some small and some pretty gamechanging but I'll write some here:
- Make pentagrams last longer. 10 minutes might sound like it's enough but those 10 minutes goes by real quick and losing your daemonite in the midst of a fight is NOT fun. The time to get my daemonite back is 1.8s balance pentagram carve (as fast statpack) and then 4.2s eq to summon it. It should be easy enough to kill it so I see no harm in having it last longer or permanent until the pentagram is dispelled or I log out. Same goes with the other demons as well of course, not just daemonite.
- Remove the requirement to have darkness in the room to summon nightmare. This makes summoning a nightmare, which isn't THAT powerful today, an even longer process. NIGHT is at a 4.2s eq time so with everything else added to it, that's 4.2+4.2+1.8 seconds just to summon nightmare!! (as fast statpack)
- New ability near transcendent that summons the demon instantly with no need to carve the pentagram first. It'd carve it for you but you're now quick enough that you can do it in one swoop and at a faster rate - perhaps so much as half the total setup time (eq based). Perfect for speeding up the quite long setup time that we currently have.
I got more ideas but many of them depend on how daegger hunt turns out. SO CODE IT FASTER
- You can control when they attack and how they attack.
- You can have multiple ones out at a time. Currently, unless I missed a change, you can have one demon in the room plus another demon (99% of the time, a daemonite) from a pentagram in ANOTHER room, which will die in 10 min anyway, assuming it doesn't dies by rite or a strike. Bloodworms could count I guess, since they do not require a pentagram, same argument as a daemonite though.
Apples, oranges. Thank for joining our contest, try again next time.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Deadaim - I would like the mana drain looked at, it seems rather high. More importantly I would like the drain consolidated at least a bit. Having one mana tick each second is really annoying when trying to do anything that requires full health/mana
Malignist + Infirmity
Saboteur + filler, overload, annihilate
Hunter + brainmelt