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PostPosted: Mon Aug 10, 2009 4:53 pm 

Joined: Sun Feb 17, 2008 9:50 am
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In my opinion the following tweaks should occur:

Less Delay:
Harm
Lightning
Cure
Protect
React

More Delay:
Summon Creature
Recall

Reasons:

1) Harm is a fizzling spell. It is also very effective against warriors who mistime their heals.
2) Lightning should take longer to cast than harm, but not as long as it does. It is one of the only mid power attacks of the mage and shouldn't take so long that dexxer warriors can heal each time you cast.
3) Buffs were fine the way they were. This new system just totally crippled mages.
4) Summon Creature should have a delay due to people with armies of bears. It doesn't take much skill, but it's the only way mages can get by nowadays.
5) Recall should not be so fast. Defeats the purpose of pvp.

Furthermore, poison pots should fizzle mages. It was one of the few "skills" that the warrior had. a) to time his defensive pots b) to fizzle a mage when desired.

The system the way it is has completely made this a PvM shard. PvP is what motivates most of us to actually go and hunt the weapons, gold, regs, etc... that are used in PvP. PvM, for most, is just a means of having the resources to PvP. I know you Duo's and you Maxwell's love PvM, but hey, there's place under the sun for all of us.

I'm no scripter, so I CANNOT be more specific than this.

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PostPosted: Mon Aug 10, 2009 5:16 pm 
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First off, nice little attempt at being a sneaky bitch.

Second off, if ya haven't notice, pots fizzle mages just fine. In fact poison is almost overboard on fizzling. I think it's not because poison is fizzling every hit, since it did that in the old system, but i'm pretty sure the poison hits are a lot faster now.

Third, Recall seems around the exact same time it always has been. I admit some of the other spells "Feel" wrong, but without testing i can't say for sure. I do know that the damage is off on some spells.

Fourth. Believe it or not i have 2 pvp oriented characters, and while people don't see them much(because one's broken), i still play them and use them, and my warrior's been in quite a few duels over the past few weeks. PvP seems relatively fine, with the excpetion that mages can't do much damage due to spells acting weird. But mages have a few new abilities now which make them pretty powerful, and once my second char is fixed i already see some stuff that i can't wait to try for new pvp trickery.

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PostPosted: Mon Aug 10, 2009 5:39 pm 
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pots doesnt fizzle people recalling and if it does by some miracle pots delays isnt 1 second which it takes for them to cast recall again lol

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PostPosted: Mon Aug 10, 2009 5:57 pm 

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No Duo. Pots used to fizzle spells instantly. I'm not talking about the lame coughing fizzling routine.

Why did people play before? Because the PvP system was almost excellent. It just needed some tweaking. All you seem to do is love things... As much as that may boost staff's motivation and what not, it does not really help anything. Just pay a little more attention to how things were and how they are.

Besides, if you seem to disagree with 90% of the shard, maybe you're just... well... 10%?

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PostPosted: Mon Aug 10, 2009 7:41 pm 
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i personally liked the pots hit you and fizzle you instantly thing, not the i happen to get hit with poison while casting fizzling me system in currently. atleast bring bak a little skill and control for a warrior,,

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PostPosted: Tue Aug 11, 2009 12:27 am 
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lol warriors are over powered as it is.. you want em to be more powered lol

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PostPosted: Tue Aug 11, 2009 7:10 am 

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No. I want to give them control over their actions so they don't rely on luck and fizzle mages based on skill. I also want mages to stop being fizzled by luck and use their skill.

It's a question of: SKILL > LUCK

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PostPosted: Tue Aug 11, 2009 9:13 am 
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i completely agree with the poison pots should always fizzle. Thats a must have in my eyes.

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PostPosted: Tue Aug 11, 2009 7:47 pm 
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I agree with judas, the timer for p pots should be heightened tho , and it not fizzle you when u get hit with passive poison but the actual pot,

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PostPosted: Tue Aug 11, 2009 8:19 pm 
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the p pot already has a high enough timer... and Poison is healed threw and healed at the same time so poison is starting to become useless. not point in making it totaly stupid. P pots are just fine as they are..

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PostPosted: Tue Aug 11, 2009 9:16 pm 
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well i would take the actually hitting people+ 2 sec longer timer to fizzle them over passive poison fizzling,,

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PostPosted: Tue Aug 11, 2009 10:09 pm 
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I agree, even though I'm sure bob wont.


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PostPosted: Tue Aug 11, 2009 10:12 pm 
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hey, i just put shit the way it was in t3a. Which was damage of the poison variety caused a spell to fizzle.

I just adjusted the timer down a bit so the first hit of poison happens closer to when they're poisoned, we'll see if that helps.
if we want to remove the passive poison affect from fizzlign we can. I'm just stating that in t3a, it did fizzle as default behavior.


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PostPosted: Tue Aug 11, 2009 10:21 pm 
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I never noticed passive poison fizzling me in t3a...

at anyrate i think getting hit should fizzle you and passive shouldn't or it has a low % chance to fizz you

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PostPosted: Tue Aug 11, 2009 10:28 pm 
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in t3a the time between poison ticks was a bit longer so your chance of getting caught on it was lower.
It was shortened to balance a bit for the healing through poison, as well as scaled linearly so the more deadly the poison the faster it ticks.


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