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Gameplay |
Topic subject | Directing certain attacks |
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URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=26010 |
26010, Directing certain attacks
Posted by TJHuron on Wed 31-Dec-69 07:00 PM
Could it be possible to be able to direct certain attacks? For instance, most warrior spec skills you can only use on the person in front of you, which is fine, but, it is annoying as hell when that person flees and you boneshatter or flurry the wrong person. Could it be possible to enter the command so that it will only execute on your intended target?
For example, I'm fighting Bob the Conjurer and I want to flurry him except that between the time I enter the command and it happens, Bob flees or is rescued. Instead of flurrying his elemental I would just get a message that says something like that person is not in front of you now.
It is pretty annoying to eat 3 or 4 rounds of lag because you executed a skill on someones servitors, guards, nightwalker, zombie, orc or whatever else you can think of. You should be able to semi-direct these attacks specifically to someone in front of you, not just whoever is in front of you.
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26011, By design.
Posted by vargal on Wed 31-Dec-69 07:00 PM
>For example, I'm fighting Bob the Conjurer and I want to flurry him >except that between the time I enter the command and it happens, Bob >flees or is rescued. Instead of flurrying his elemental I would just >get a message that says something like that person is not in front of >you now.
This is why you shouldn't spam. Knowing when, or when not to enter a command is crucial in learning to play CF successfully.
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26012, RE: By design.
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
>This is why you shouldn't spam. Knowing when, or when not to >enter a command is crucial in learning to play CF >successfully.
I agree with this.
Probably if I ever gave warriors what the original poster wanted, I'd also make PC controlled mobs so that you can't redirect from them. I think it's more interesting as-is.
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26013, I think he meant to say
Posted by Dwoggurd on Wed 31-Dec-69 07:00 PM
That you could use "named" skill, so it just fails (without a lag) when you target is not tanking you anymore (like "You're not hitting him" or whatever). I don't think he requested to add an ability to aim directed skills at any opponent in the room (like bash or cranial works now, for example).
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26014, Can't you just...
Posted by Dragomir on Wed 31-Dec-69 07:00 PM
type
flurry Bob
Bob flees! You are now hitting his elemental.
Then it will say "You are not fighting Bob" or whatever when the flurry would have gone through.
Doesn't that work? Or am I crazy?
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26028, that is the entire point of it! DOH!
Posted by Amberion on Wed 31-Dec-69 07:00 PM
The point is that you should know when to put in your command, not spam it in advance.
If you know when to put in the command you don't ever get that problem. I rarely get this problem.
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26016, That is exactly what I meant
Posted by TJHuron on Wed 31-Dec-69 07:00 PM
I don't care to flurry someone who isn't tanking you. If I want to hit Bob with a flurry I want to make sure I hit him with the flurry not someone else.
There are lots of other spells, skills in the game that are like this. It just seems to be the ones you cannot initiate combat with that aren't. Can this be changed?
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26017, RE: By design.
Posted by Lokain on Wed 31-Dec-69 07:00 PM
At first I agreed with Vargal and you, but I think the original poster does have somewhat of a point here.
It seems like a fighter might be at a greater disadvantage here than a mage. With the vast majority of mage spells you can always direct your spells, and if the target flees the caster is not at a "disadvantage".
And lets be completely honest here, even if you're not spamming you could run into this situation. You trip or bash, and two rounds later you enter your command and they've fled, and now you're wasting a multi-round skill on bad luck.
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26018, RE: By design.
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
I always thought it as part of the balance of the classes, honestly.
Yeah, it impacts melee classes more than clerics/mages... but the latter also don't have a lot of lag.
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26019, Since they don't have a lot of lag...
Posted by TJHuron on Wed 31-Dec-69 07:00 PM
Wouldn't it make more sense for things to be reversed? Why penalize the classes or skills with the most lag in this sense? Most 3 and 4 round lag skills cannot be directed at a specific person; only who is in front of you.
It becomes less an issue with the one or two round lag skills/spells.
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26020, You misunderstand.
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
I'm talking about ability to lag OTHERS.
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26024, I see what you mean. However, think about this.
Posted by TJHuron on Wed 31-Dec-69 07:00 PM
Look at the pincer skill. It can be directed, and causes lag, not to mention lots of damage. Do you think that this skill throws the game off balance? Why can't some of these other skills be more like that, even if you can't initiate with them?
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26026, Also Neuro.
Posted by Quixotic on Wed 31-Dec-69 07:00 PM
I have found this hard to gear for without completely mucking up any other gear strategy, and prepared transmuters have pretty much outmeleed every character I have made.
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26021, RE: By design.
Posted by Lokain on Wed 31-Dec-69 07:00 PM
Do you think a melee class would be overpowered if they were given the option to target the opponent they were fighting?
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26015, I don't spam.
Posted by TJHuron on Wed 31-Dec-69 07:00 PM
I usually enter the command the round before, otherwise you can miss your opportunity. No matter what, there isn't a good way around it. You either miss your opportunity or you execute on who you don't want to.
If you are going to try to always enter a command the precise moment it is to be executed you are going to #### up alot.
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