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TacTue 06-Nov-18 09:43 PM
Member since 15th Nov 2005
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#72037, "RE: This reasoning is odd to me."
Edited on Tue 06-Nov-18 09:46 PM

          

This is where I wish there was a lower latency communication method in play, as either this spams back and forth or I end up looking like a crazy person, or I give up, or you do, or some combination of all of the above.

>You don't see a lot of 7path invokers successful due to that
>investment. There is also danger to the spam (at least every
>time I've played an invoker).

You don't see a lot of 7 path invokers successful. I believe that's because it's boring to spend most of your time spamming and so you end up playing some other char or some other game entirely. Those are the two results that happen to me. Neither of us has empirical data on why people don't play invoker more.

There is danger to the spam... but less so than if you are actually like... playing for those 100 hours vs hiding away and spamming, yeah? We can at least agree there I would think. More dangerous to walk down up and down Eastern than sit in Pine Forest spamming wind wall for an hour.

>All in all, I don't see why any other options are necessary -
>the current implemented method works. I can see why someone
>would prefer an easier path, but again I don't think that is
>solved by changing invoker, I think that's solved by changing
>classes.

This is the way we've always done it! First, we print the email, then we go to the scanner and scan it as a pdf, then we have a pdf of the email. I don't see a problem here.

I don't consider it a question of "easier" vs. "harder", but of interactive vs. idle, or interesting vs. boring. I mean if the paths just unlocked, a 7 path invoker with 75%'s is way crappier than the 100% version, but they can be out there mixing it up at 50 hours with all their tools (albeit crappy version of them) instead of hiding away. That seems like an obvious win kind of for everyone in this case. Invokers that spam still have a pretty massive advantage due to no lost concentration, and elemental mastery and all that jazz, but those that don't can simply get in there and play...

Edited to add: The current method works depends on what your design goal is. If the goal is, have as few invokers running around as possible and generally make mages really rare... then maybe I'd agree the design is working, but I suspect that's not it. So what is the design and how are you assessing whether it is working or not?

>I've always had an interactive time while spamming, but I also
>don't like standing in a room spamming alone (which is
>normally minimal at most). Keeps me entertained to keep with
>folks! Though that has its dangers. Maybe that's why I die so
>much .

Yeah. I mean that seems like a more interesting way to do it, but I don't think this is representative of how invokers are usually played. I don't know how to don't end up sitting alone for hours spamming something like drown...

  

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TopicNot Edges - but Invokers, Healers and Druids [View all] , NoobAgain, Tue 06-Nov-18 10:04 AM
Reply Druids are still really mean, laxman, 06-Nov-18 04:41 PM, #2
Reply Lots of awesome/obtainable exotics out there, druids ar..., Mcbeth, 06-Nov-18 05:03 PM, #4
Reply RE: Not Edges - but Invokers, Healers and Druids, Ishuli, 06-Nov-18 01:15 PM, #1
     Reply Agreed regarding invokers, Mcbeth, 06-Nov-18 05:02 PM, #3
          Reply This reasoning is odd to me., Tac, 06-Nov-18 05:57 PM, #5
               Reply RE: This reasoning is odd to me., Ishuli, 06-Nov-18 06:02 PM, #6
                    Reply A "challenge moment", NoobAgain, 06-Nov-18 07:07 PM, #7
                    Reply RE: This reasoning is odd to me., Tac, 06-Nov-18 09:46 PM #8
                         Reply I like that there aren't a lot of invokers, Swordsosaurus, 06-Nov-18 09:53 PM, #9
                              Reply If I opened them up, laxman, 06-Nov-18 10:02 PM, #10
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