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Drag0nSt0rmFri 27-Oct-06 01:19 AM
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#14943, "Well since no one else has jumped the gun"
Edited on Fri 27-Oct-06 01:34 AM

          

I'll start this thread, as I have only a few concerns but they kinda nag me right on the start,
From your post I'd guess you intone most warrior usable haste is gone, and more support chars will beable to hand it out easier?
Now while toning haste down makes this a little less brutal, it still sounds like your average Joe warrior is still going to get owned in the face by someone who does know the last great haste sources, or has but one gnomish allie to wear stave/brandish/follow self/tip hat
But I guess I prefer working alone that much with my warriors...

As for the rest eh sounds good and I'll just have to see how it all pans out.

Edit
More for Imms
I also would like your opinion on how this will effect Mob fights, as I can think of a few areas where haste can REALLY save your neck.

Are mobs also going to be adjusted to compensate for Transmuters having less power? And for Ap bloodlust being less effective? And so on and so forth?

Is slow now going to be more painful than Haste helpful?

  

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Reply gun jumping, Thrakburzug, 28-Oct-06 07:12 PM, #42
Reply My thoughts on the recent changes., jaynus, 28-Oct-06 02:51 AM, #40
Reply My vote for most effected by this change., Odrirg, 27-Oct-06 11:52 PM, #39
Reply RE: My vote for most effected by this change., Daevryn, 28-Oct-06 08:49 AM, #41
Reply Uhm..., Odrirg, 29-Oct-06 01:22 AM, #43
     Reply let me be a bit clearer., Odrirg, 29-Oct-06 02:26 AM, #44
          Reply RE: let me be a bit clearer., Daevryn, 29-Oct-06 08:50 AM, #45
               Reply It comes down to..., Lightmage, 29-Oct-06 09:14 AM, #46
Reply RE: My vote for most effected by this change., Isildur, 29-Oct-06 10:03 AM, #47
Reply Delete Delete, Astillian, 27-Oct-06 07:58 PM, #35
Reply RE: Delete Delete, Daevryn, 27-Oct-06 08:04 PM, #36
     Reply Hmmm..., Astillian, 27-Oct-06 08:18 PM, #37
     Reply RE: Hmmm..., Daevryn, 29-Oct-06 11:30 AM, #49
     Reply Hey! I was close to a 50% PK ratio, and so was Bliggy ..., TheLastMohican, 27-Oct-06 08:52 PM, #38
Reply A few power issues with haste being non-option as quaff..., elmeri_, 27-Oct-06 06:53 PM, #33
Reply But teleport may fail now. Right?, Dwoggurd, 27-Oct-06 02:00 PM, #27
Reply RE: But teleport may fail now. Right?, (NOT Graatch), 27-Oct-06 02:18 PM, #29
     Reply Heh, chill down, Dwoggurd, 27-Oct-06 02:23 PM, #30
     Reply RE: But teleport may fail now. Right?, Isildur, 29-Oct-06 10:05 AM, #48
Reply I'm sure you'll be shocked at my concern here., (NOT Graatch), 27-Oct-06 01:53 PM, #26
Reply Here is an idea, Hippy, 27-Oct-06 02:06 PM, #28
Reply Im sure there is more to come. n/t, Lightmage, 27-Oct-06 02:30 PM, #31
Reply RE: I'm sure you'll be shocked at my concern here., Tac, 27-Oct-06 02:33 PM, #32
Reply I love the change also, Hippy, 27-Oct-06 01:03 PM, #23
Reply I love this change. One Question:, Adhelard, 27-Oct-06 12:02 PM, #20
Reply RE: One Question:, Valguarnera, 27-Oct-06 12:41 PM, #22
     Reply RE: One Question:, Daevryn, 27-Oct-06 01:38 PM, #25
Reply what about gates of the forge, laxman, 27-Oct-06 09:01 AM, #15
Reply RE: what about gates of the forge, Daevryn, 27-Oct-06 10:55 AM, #18
Reply RE: Well since no one else has jumped the gun, Daevryn, 27-Oct-06 07:45 AM, #7
Reply Question of my own to Daev:, shamanman, 27-Oct-06 05:49 AM, #6
Reply RE: Question of my own to Daev:, Daevryn, 27-Oct-06 07:55 AM, #12
Reply Skeptical, Mayaletha, 27-Oct-06 05:55 AM, #5
Reply RE: Skeptical, Daevryn, 27-Oct-06 07:55 AM, #11
Reply Haste, Bloodlust and regen, Abernyte, 27-Oct-06 03:24 AM, #4
Reply RE: Haste, Bloodlust and regen, Daevryn, 27-Oct-06 07:54 AM, #10
Reply RE: Well since no one else has jumped the gun, Erenthell, 27-Oct-06 02:33 AM, #3
Reply My concern, elmeri_, 27-Oct-06 02:04 AM, #2
Reply RE: My concern, Daevryn, 27-Oct-06 07:48 AM, #9
     Reply Silly question., elmeri_, 27-Oct-06 09:11 AM, #16
Reply RE: Well since no one else has jumped the gun, Karel, 27-Oct-06 01:46 AM, #1
     Reply RE: Well since no one else has jumped the gun, Daevryn, 27-Oct-06 07:47 AM, #8
          Reply Right, just so I am clear., Shadowmaster, 27-Oct-06 07:56 AM, #13
          Reply Opinion noted., Valguarnera, 27-Oct-06 09:18 AM, #17
          Reply RE: Right, just so I am clear., Daevryn, 27-Oct-06 11:39 AM, #19
               Reply Do you want me to comment on all the good?, Shadowmaster, 27-Oct-06 12:16 PM, #21
                    Reply Wow, you're STILL bitching about Cabdru?, Rogue, 27-Oct-06 01:15 PM, #24
                    Reply Please Read This, Mayaletha, 27-Oct-06 07:43 PM, #34
          Reply Nepenthe can you answer one thing relating to that poin..., Lightmage, 27-Oct-06 08:27 AM, #14

ThrakburzugSat 28-Oct-06 07:12 PM
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#15095, "gun jumping"
In response to Reply #0


          

fwiw, I logged on my mortal this AM (after close to a week off) without knowing that these changes (which I pretty much knew were coming) were in. I didn't notice a damn thing different. I fought a few folks, no kills I think. Went and worked over an area that was on my list, fairly high level, seemed about par with what I expected. Granted it was an area I hadn't explored before with this particular character, so maybe there was a difference, but frankly I didn't know these changes had been made until after I got to work and checked the forums.

I really am more gone than here of late as I am utterly swamped with other issues, but after glancing over these forums today I thought the world had somehow ended. I compare that to my session this AM and I just don't understand the bitching and moaning. Frankly, sometimes I think I am on the wrong boards and you guys are playing a completely different game than I am.

Just my elderly opinion.

Thrak.

  

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jaynusSat 28-Oct-06 02:51 AM
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#15083, "My thoughts on the recent changes."
In response to Reply #0


  

          

The Immortals are changing this game to make it more even balanced for people who are not related to OOC groups, as well as to make it possible for a newbie to kill someone of non-amateurish status.

So you're subclassing the classes, giving them more variety and adding alot more skills to the game, while decreasing the boring grunt work of finding preps just to even myself out against players who have more time/are in a better time zone?

Two huge ####ing thumbs up.

  

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OdrirgFri 27-Oct-06 11:52 PM
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#15082, "My vote for most effected by this change."
In response to Reply #0


          

There is one kind of character who has lost the most power in this change. Some may look at this as good, some may look at this as bad.

But, if you think about it...

Even native healing will suck over a/b/s


What kind of character has historically had the highest use of abs? (as a percentage of these kinds of characters played?)

What kind of character has historically been notorious for having healing items that help him take on groups?

What kind of character relies almost 100% on a skill and/or progged items for healing/regen?


The answer, I think, is the Lich.


The Lich. The one who is powerful, but needs it because groups of 5+ come gunning for him for all sorts of different reasons, and loses a full con every death.

The lich, who needs vamp to survive fights, because he can't sleep/rest to regen.


Like I said, some people may like this, some people won't (me, I probably lean more to the latter, as I like having a boogeyman in cf to be scared of an shoot for).

But after this change, Liches will nolonger be a 10'th as scarry, in my opinion.

They will now have to choose between three alternatives. (Do I want to survive this 8 person gang coming for me by taking alot of damage but being able to heal myself? or do I want to survive this 8 person gang coming for me by taking a little bit of damage but not being able to heal myself even if I DO survive/win/escape.....or, do I want to survive this 8 person gang coming for me by teleporting).


So, I see future liches either taking the chance at being the big baddie of old, and burning through their con in less than a month...or saving their con and just going for the safe 1 on 1 or 1 on 2 kills.

I just don't see it as possible for there to be any big-baddies anymore, as far as liches are concerned.


If you disagree, by all means, tell me where I am wrong. But I reserve the right to continue to believe this way if the only argument against my reasoning is "Nope, you are wrong".

  

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DaevrynSat 28-Oct-06 08:49 AM
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#15084, "RE: My vote for most effected by this change."
In response to Reply #39


          

You know liches are immune to healing, including healing items, right?

  

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OdrirgSun 29-Oct-06 01:22 AM
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#15105, "Uhm..."
In response to Reply #41


          

I was thinking more of the spell VAmp.

A phylactery I think I remember healing them. (my knowledge comes from old dio's logs, and maybe Glimo's logs before that, not sure on this one)

And a special weapon that automatically progs the vamp spell.


I was thinking logs where some of the old "big baddies" would clearly have lost fights (or at least been forced to flee) without some combination of the above.

  

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OdrirgSun 29-Oct-06 02:26 AM
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#15106, "let me be a bit clearer."
In response to Reply #43


          

Most of a lich's power, (aside from it's natural immunities, which are quite formidable in themselves), come from the accrual of loads of phylacteries. The really good ones being rare (so I understand from reading battlefield posts).

In the past, the "big baddies" that I loved having in cf loaded up LOTS and lots of Phylacteries. and alot of the good ones as well.


In my view, there are a limited number of players willing to throw themselves onto the lich grinder one on one. I'm one, because if my rp demands it, I don't mind eating the inevitable death.

So how is a lich going to gather loads of Phylacs?

Well, the "big baddies" of old did it by taking on big groups of foes, for a couple of reasons. One, this gave their foes a belief that they could win, making them stay in the fight way too long. Two, none of the "power gamers"...the ones with the really good eq/power would come at them without big groups behind them.


I just don't think a lich can accrue lots of phylacs without this group-fighting dynamic. Which was made possible for a lich because of a combination of ....

1) most liches were players "who could get things", meaning had a/b/s coming out of their dessicated rears.
2) REALLY effective self-healing through vamp and other things.
3) inate immunities.

This change, at least on the surface, means that a lich will have to choose between 1 and 2 from now on.

I just don't see a lich gathering loads of phylacs anymore. Or, at least not without months of playing the boring "wait a week between instances of being able to find people to fight 1 or 2 on 1"


Now, I'm sure there are people out there who will love it that liches now will have a MUCH harder time getting powerful. I don't. I always loved it when cf had an istendil/zorszaul/Palin/cabdru about, and I've explained why many times before.


On the other hand. 99% of the time, there are not those characters anyway. And in those times, I think I hae unqualified love of these changes. It's just that I think I will miss having "big baddies" as any real possibility.

Of course, I could be fooling myself. At LEAST two of those big baddies on that short list were nep. And the other was in my opinion a confirmed and egregious ooc-perma-freak. so these changes might not have effected those particular characters.

But, I think the chances of someone like Agarah becoming powerful by gathering loads of phylacs have gone WAY down.(if he had liched, noone but agarah himself wanted that character to lich more than I did, heh)

  

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DaevrynSun 29-Oct-06 08:50 AM
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#15107, "RE: let me be a bit clearer."
In response to Reply #44


          

I think it'll be okay, but we'll see. In a certain sense, I feel like we did something right in that people are thinking a wide variety of characters are weak now. Sure, maybe liches lost a step, but hasn't almost everyone else as well?

  

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LightmageSun 29-Oct-06 09:14 AM
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#15108, "It comes down to..."
In response to Reply #45


          

It comes down to peoples current perspective of rising to greatness. Everyone aspires to get that one char going that will impact Thera. Like you said when you played Cabdru, it sometimes takes a bit of luck to get things steamrolling when you start off.

The leveling of the playing field is still good overall for the game, but the biggest complaints are coming from the small group of people that actually work their butts off in game to aspire to these great chars of old. The odd prep-house AP with insane game knowledge is going to inspire more fear than the weekend warrior that uses all the class abilities with an uncanny amount of skill.

Add to that, a lot of speculation has been made without actually trying out some of these new changes.

If your goal was to try to Lich and create something like Zorzaul, the player in question is now going to be thinking..."Im going to be putting in alot of hours..Vamp touch isnt going to heal me as it once did...lotta progged items, phylacts are going to be weakened...ect."

No one is really thinking, "Hey, Im weaker but so is everyone else."

I'm agreeing with your haste change only because I play these damn shifters alot. When you lose 9 out of 10 fights with a prepped warrior using haste, because you simply cant hit them...Im going to cheer for this change. Especially those damn water forms!

Anyhow, I talk to a fair bit of people away from the game. The topic has come up and for the most part we think its all good. When it comes down to it, no one in their right mind can enjoy gathering this crap over and over. Take away the crack and the duggies will just find something else to smoke.





Hope is the worst of evils, for it prolongs the torment of man.

  

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IsildurSun 29-Oct-06 10:03 AM
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#15109, "RE: My vote for most effected by this change."
In response to Reply #39


          

My vote would go to thieves. Conjurers and necros a distant second. Thieves have easy access to haste via scrolls. So easy, in fact, that they can afford to use it for most any tough fight. Typically the opponent is caught by surprise, so he doesn't have time to use his haste prep even if he's carrying one. Now haste is less useful for thieves.

I mention conjurers and necros because of the vast powerup they could achieve by hasting their servitors/zombies with a staff. That's no longer quite as obscene as it used to be.

  

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AstillianFri 27-Oct-06 07:58 PM
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#15078, "Delete Delete"
In response to Reply #0


          

Like I said before. My character's I play are screwed. I feel now that I have to play a caballed character. I love playing uncaballed but now I won't be able to compete against the gank squads.

Totally craptacular.

  

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DaevrynFri 27-Oct-06 08:04 PM
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#15079, "RE: Delete Delete"
In response to Reply #35


          

It's at moments like this I feel like haste pills were like that guy with twenty girlfriends, each of them in ignorance of the other nineteen and thoroughly convinced despite any evidence to the contrary that his love was only for them.

Discounting Battle, nearly every hero range warrior vs. warrior fight I've seen in the last year (and many at lower levels) that involved two characters with better than break-even PK ratios (and many with less successful combatants) involved both warriors hasted. Yes, that includes most of the times you were thinking to yourself that your haste potion was going to even you out against that gang with haste potions.

  

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AstillianFri 27-Oct-06 08:18 PM
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#15080, "Hmmm..."
In response to Reply #36


          

Those who gather in groups of 2 or 3, I find typically didn't use their haste when going after 1 because they wouldn't expect to have to go.

If I'm reading what you said correctly, that when I went against groups of 3 or more they would be hasted and I so would I. If I won they I'm definitely better then I thought I was, which wasn't saying much.

With the changes, I feel I'm going to engage a lot less and run a lot more. With my playing times being next to zero as it is, I don't have IC "friends" to travel with and I'm often left out alone.

I feel that my uncaballed no allied characters that I loved are forever screwed. It's not directed at you personally, it's just how I feel right now. From my sight, I just think characters like mine got the shaft, but I can see how it's more fair for those who power game with the perfect cabal, race class combos.

  

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DaevrynSun 29-Oct-06 11:30 AM
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#15111, "RE: Hmmm..."
In response to Reply #37


          

>Those who gather in groups of 2 or 3, I find typically didn't
>use their haste when going after 1 because they wouldn't
>expect to have to go.
>
>If I'm reading what you said correctly, that when I went
>against groups of 3 or more they would be hasted and I so
>would I. If I won they I'm definitely better then I thought I
>was, which wasn't saying much.

I'm not going to tell you everyone you ever fought had haste, but (having seem a decent number of your fights a few characters ago... I have no idea what you're playing now) I'm pretty sure it happened a lot more than you think it did. At least, if you were fighting anyone good it probably came out.

That being said (and I'm not sure why I didn't think to mention this earlier), doing what we did to haste wasn't the only idea we had there. There's another one on the list that probably would address your concerns and if this doesn't work out, there's every chance you'll see plan B.

  

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TheLastMohicanFri 27-Oct-06 08:52 PM
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#15081, "Hey! I was close to a 50% PK ratio, and so was Bliggy ..."
In response to Reply #36


          

And our fights were awesome nailbiters most of the time.

I don't know how I feel about this change. Much like everything, as I told Forsaken, I will trust in Nep to make sure it doesn't spiral out of control.

Note: If you leave again, Nep, I'm coming for you.

While you sleep...pal. *flings a bit of mashed potatoes at your face*

  

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elmeri_Fri 27-Oct-06 06:53 PM
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#15076, "A few power issues with haste being non-option as quaff..."
In response to Reply #0


          

My world just stopped there for a moment, but I think I'm getting a grasp at things again. While I got kicked in the junk big time, I also think it is great to see cf changed in a way that causes a big yay from the majority of the pbase! Afterall, no amount of overpowered prep makes it fun, if there is no one who enjoys logging on to make me use it
.
Here, I am making comparisons between fighters who did in fact have the necessary knowledge for having preps up.

Warrior vs. AP
I think the anti-paladin gains a significant powerup, even with reduced haste, he has a major advantage over the previously hasted, now non-hasted high end warrior.

Warrior vs. thief/assassin
Stealth class gets the shaft in this one. If you assume that both have the means to get themselves some haste, it is no longer possible to get the suprise advantage, since being able to prepare for a fight is less of an issue.

Warrior vs. bard
I think the warrior gets major shaft here. One of the very few ways for a warrior to beat down a bard solo, is to outdo them in melee well enough to permalag them untill death. I fought Seltun with Gharahka, as a duergar with damroll around 60, dual wielding iron axes hasted, and I had hard time outmeleeing him (might have had haste too). If the possiblity of having haste advantage over a bard is taken away from a warrior, I think the fight becomes a no-brainer. Even more so for rager bards (I know their redux got tweaked down, but it still makes it impossible to kill one solo since their melee defense is just overwhelming).


I need to wake up in 3 hours, I will think of more.

I would like to hear the imm comments (especially nepenthe's) on what you think of my observations, and are these things you had in considerations.

  

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DwoggurdFri 27-Oct-06 01:59 PM
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#15051, "But teleport may fail now. Right?"
In response to Reply #0
Edited on Fri 27-Oct-06 02:00 PM

          

Choose a side.

Update:
Meant under Graatch's post.

  

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Graatch (inactive user)Fri 27-Oct-06 02:18 PM
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#15053, "RE: But teleport may fail now. Right?"
In response to Reply #27


          

Yeah, so? And my favorite color is green.

How is any of this relevant to the change at issue?

They have reduced item-based haste, so the fighter classes are less likely to have it. Ok.

They have reduced healing while under the influence of damage reduction preps. Ok.

They have reduced deathblow and resist. Ok.

This means that a rager is fighting with less, against the same guys who already have been beating them, meaning the prepped up mages. So now it's even more in favor of the prepped out mage.

I just don't buy Valg's characterization that the reduced healing is anything more than an inconvenience. If before the fight wore both down, and the mage could go heal and the rager not, well, now the rager will get worn down before the mage ever does - rager has less dam redux now, remember? - and so the mage won't have to flee and heal. Rager just dies.

The idea of having a sliding scale for some rager powers based on the enemy's protections is an interesting and possible one, but it's been bandied about for years and the answer has always been (as I recall) that it's too difficult to code.

But this change - obviously haven't seen it in action, so no final judgments - strikes me as reducing ragers, and reducing half their enemies, the fighters, but not reducing the other half, the mages, who already had the advantage of ragers with their preps (which most mages at the hero ranges have). This is what concerns me.

  

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DwoggurdFri 27-Oct-06 02:23 PM
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#15056, "Heh, chill down"
In response to Reply #29


          

I have similar thoughts about the change. I just couldn't resist to make some fun out of you

  

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IsildurSun 29-Oct-06 10:05 AM
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#15110, "RE: But teleport may fail now. Right?"
In response to Reply #29


          

>This means that a rager is fighting with less, against the
>same guys who already have been beating them, meaning the
>prepped up mages. So now it's even more in favor of the
>prepped out mage.

Ragers no longer have to fight enemy warriors that are using haste, at least. Or, not as often.

  

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Graatch (inactive user)Fri 27-Oct-06 01:53 PM
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#15050, "I'm sure you'll be shocked at my concern here."
In response to Reply #0


          

Ragers. Here is my worry: you've toned down all the fighter-classes that ragers fight, in the sense you've removed a lot of their haste sources, and made it somewhat difficult for them to heal while using all the dam redux they can get. To make up for that, you've reduced rager power, deathblow for berserkers and resistance for all ragers.

The problem though is that ragers don't only (or even mostly) fight fighters. They fight mages. Who will still have a/b/s and all those other preps, who are pretty much in no way changed by this, but are now fighting even weaker ragers.

Ragers already have been pretty much meat to the fully prepped mage classes - and those are an even greater percentage of characters now, with the total count of characters being fewer, and the ones who stay are the ones who are good at it, say, you know, like Lightmage - and now they are that much worse off in those fights.

A rager fighting a prepped shifter or invoker or necromancer is now fighting the exact same person they were before, but with less dam redux, and in the case of berserkers, with less of an ability to do any serious melee damage.

This concerns me greatly.

Responses?

  

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HippyFri 27-Oct-06 02:06 PM
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#15052, "Here is an idea"
In response to Reply #26


          

Scale deathblow. If a rager fights a group of people, his deathblow does more and hits more often. If it is a group of ragers fighting a person, their deathblow is reduced. One on one would be some happy medium.

As for A/B/S, you could take the same type approach. The stronger the magic the enemy has like damage reduction, they stroger their resist will get.

  

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LightmageFri 27-Oct-06 02:30 PM
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#15057, "Im sure there is more to come. n/t"
In response to Reply #26


          

n/t

Hope is the worst of evils, for it prolongs the torment of man.

  

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TacFri 27-Oct-06 02:33 PM
Member since 15th Nov 2005
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#15058, "RE: I'm sure you'll be shocked at my concern here."
In response to Reply #26


          

>Ragers already have been pretty much meat to the fully prepped
>mage classes

Ha Ha Ha No.

>A rager fighting a prepped shifter

Is what, going to get two rounded? This is such a poor matchup for the shifter (vs scout, defender, or zerker) in most cases it isn't even funny. If you can't tank, and can't maledict then yea, you suck, but you sucked anyway.

or invoker

Perhaps... I still think healing thing will even this out. In most cases the warrior (even a rager one) will probably be able to heal as fast as the invoker, so if they beat you down the first time, run off, and wait for them to run out of preps... ya know, like before, only now they can't come back after a 2 min trip to the healer.

or necromancer

Umm.. what? Necro vs Rager is a bad rager matchup? In the universe where the rager gets slept, sure. In the universe where the rager isn't an idiot... landing targetted spells through spellbane isn't easy.

>is now fighting the exact same person they were before, but
>with less dam redux, and in the case of berserkers, with less
>of an ability to do any serious melee damage.

No, because shifters got hit with the haste nerf too. Necromancers vamp touch doesn't heal them if they are prepped. Invokers - maybe, but if they're wanded up they can't heal, that can be used to your advantage, and you know it can.

>This concerns me greatly.
>
>Responses?

I disagree. You seem to be under the impression that rager vs shifter is somehow a matchup that favors the shifter. It isn't. Lightmage might make it look like that with quest forms, insane amounts of healing preps/gold for healer, fully abs for every fight, but that just plain is atypical.

Invokers have always been tough for zerkers (and easier for scouts). Necros aren't that scary if you don't get slept, and spellbane isn't quite eyes of flame for that, but it isn't bad either.

####... worry about conjies. They're the evilest form of nasty anyway.

  

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HippyFri 27-Oct-06 01:01 PM
Member since 23rd Oct 2006
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#15046, "I love the change also"
In response to Reply #0
Edited on Fri 27-Oct-06 01:03 PM

          

I found pking pretty boring because 90% of the time it came down to preps ONLY. Sure, I could tool a newbie and pad my stats, but I am over that.

I loved fighting people that I knew where equal to me. I could try new skills and tactics. This change levels the gap between the old players and newbies. That is a good thing. In the process, I don't have to waste my time hunting for preps.

It baffles me that some people actually complain and say that is a bad thing. How can you not like fighting people that are given the same chance as you? What joy is there to kill some newbie that barely knows how to get from Galadon to Hamash?

This new age is gonna be awsome. There are still going to be people that kick ass. However, this time it is gonna be because they know how to use certian classes/skills/tactics, not because they spent 2 hours gathering preps. I forsee a shift in which classes will dominate. It is gonna be fun.

  

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AdhelardFri 27-Oct-06 12:02 PM
Member since 12th Apr 2006
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#15028, "I love this change. One Question:"
In response to Reply #0


          

APs. Unless bloodlust was toned down, it seems like APs are just going to roll over warriors. How have you factored this in?

Otherwise, though, this is such a good change. Haste was ridiculously influential in warrior vs warrior fights. I had to think before every 1v1 or 1v2 battle "OK, will this guy be hasted? If I haste, I'll just dominate him in a couple of rounds and it won't be a fun PVP. If I don't haste, he might be hasted and dominate me in a couple of rounds, and I don't want to lose all my crap."

I'm sure some people like steamrolling enemies, but after a couple hundred of those, it gets real old and the adrenaline only comes from skin of your teeth, player skill, fights. I see a lot more of those without haste.

  

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ValguarneraFri 27-Oct-06 12:41 PM
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#15042, "RE: One Question:"
In response to Reply #20


          

APs. Unless bloodlust was toned down, it seems like APs are just going to roll over warriors. How have you factored this in?


Daevryn will know for sure, but I'm fairly certain the offensive benefit of Bloodlust stems in significant part from an underlying Haste functionality. I'm fairly certain all Haste-like abilities get hit by this. I know Metabolic Quickening does, as it was a topic I want over specifically with him and Twist, for example.

valguarnera@carrionfields.com

  

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DaevrynFri 27-Oct-06 01:38 PM
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#15049, "RE: One Question:"
In response to Reply #22


          

This is correct.

  

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laxmanFri 27-Oct-06 09:01 AM
Member since 18th Aug 2003
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#14974, "what about gates of the forge"
In response to Reply #0


          

while it is damage recution, it doesn't seem like it should affect healing rates because of its nature.

I like this change, makes my lazy prep life easier yay.

  

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DaevrynFri 27-Oct-06 10:55 AM
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#15016, "RE: what about gates of the forge"
In response to Reply #15


          

It's an ability of the character that has it so it's totally cool.

Similarly, invoker shields are cool for invokers but slow down people who don't have those spells.

  

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DaevrynFri 27-Oct-06 07:45 AM
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#14953, "RE: Well since no one else has jumped the gun"
In response to Reply #0


          

>I'll start this thread, as I have only a few concerns but
>they kinda nag me right on the start,
>From your post I'd guess you intone most warrior usable haste
>is gone, and more support chars will beable to hand it out
>easier?

Yes to the first part... not necessarily yes to the second. In terms of device haste you might see a couple more things roughly along the lines of the linen needlework that you either can't use on others or that require a certain amount of forethought, coordination, and/or risk to use on others.

>Now while toning haste down makes this a little less brutal,
>it still sounds like your average Joe warrior is still going
>to get owned in the face by someone who does know the last
>great haste sources, or has but one gnomish allie to wear
>stave/brandish/follow self/tip hat
>But I guess I prefer working alone that much with my
>warriors...

I'm not really seeing that. I mean, yeah, we left a warrior-usable haste item in deep hell alone, for example; there are some things about on that scale out there. Beyond that, I expect to see a lot less haste in fights period. For various reasons, even a ranger who still has scrolls/staves and can get a haste that way is, most likely, going to have a haste in a fight a whole lot less often than he would have yesterday.

>As for the rest eh sounds good and I'll just have to see how
>it all pans out.
>
>Edit
>More for Imms
>I also would like your opinion on how this will effect Mob
>fights, as I can think of a few areas where haste can REALLY
>save your neck.

Not planning on tinkering with mobs too much right now. We'll see how it goes.

  

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shamanmanFri 27-Oct-06 05:49 AM
Member since 05th Jul 2004
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#14950, "Question of my own to Daev:"
In response to Reply #0


          

I for one support this change, because I'm a lazy prepper . However, will bonded fighters with a transmuter get full old style haste benefit?

  

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DaevrynFri 27-Oct-06 07:55 AM
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#14959, "RE: Question of my own to Daev:"
In response to Reply #6


          

Nope! But they've got other goodies.

  

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MayalethaFri 27-Oct-06 05:10 AM
Member since 10th Jun 2003
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#14949, "Skeptical"
In response to Reply #0
Edited on Fri 27-Oct-06 05:55 AM

          

Basically a necro is now shafted because vampiric touch will be useless. No more solo raiding inner guardians. Not to mention trying to build an army just got even worse.

We'll see how it goes, but personally I think it encourages perma grouping.

Edit: For a solo player who doesn't mind putting time in to prep, this change doesn't augur well.

"Once you can accept the universe as matter expanding into nothing that is something, wearing stripes with plaid comes easy."
- Albert Einstein

  

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DaevrynFri 27-Oct-06 07:55 AM
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#14958, "RE: Skeptical"
In response to Reply #5


          

>Basically a necro is now shafted because vampiric touch will
>be useless. No more solo raiding inner guardians. Not to
>mention trying to build an army just got even worse.

I wouldn't say that.

>Edit: For a solo player who doesn't mind putting time in to
>prep, this change doesn't augur well.

Sure doesn't.

  

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AbernyteFri 27-Oct-06 03:24 AM
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#14948, "Haste, Bloodlust and regen"
In response to Reply #0


          

My only concern is with haste being 'slightly' less good and the haste potions/pills gone, that shapeshifters are going to suffer worse than most versus mobs and exploration. Admittedly I dont know how weakened the new haste is but it was one of their primary abilities.

Hp regen in bloodlust is a great ability but will it be lessened by the AP using, the much needed, wands. If it does nerf the rgen from bloodlust that is pretty brutal for APs but more especially for APs that are not fire giants with the old weapons resist.

Just a few curiosities that I hope an IMM can address.

Thanks,

-----Abernyte

P.S. I think it will be a good change overall if APs are not nerfed like above.

  

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DaevrynFri 27-Oct-06 07:54 AM
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#14957, "RE: Haste, Bloodlust and regen"
In response to Reply #4


          

>My only concern is with haste being 'slightly' less good and
>the haste potions/pills gone, that shapeshifters are going to
>suffer worse than most versus mobs and exploration. Admittedly
>I dont know how weakened the new haste is but it was one of
>their primary abilities.

Shifters lose a little bit vs. mobs there, yeah. It's not all that much. Ironically changing haste affects them a bit less than most classes because they only have dodge keying off it and not any other defenses. (Or parry if they're humanoid, but generally not both at the same time like warrior/assassin/thief/ranger/bard/berserker.)

>Hp regen in bloodlust is a great ability but will it be
>lessened by the AP using, the much needed, wands. If it does
>nerf the rgen from bloodlust that is pretty brutal for APs but
>more especially for APs that are not fire giants with the old
>weapons resist.

Yeah, it does take down the regen from bloodlust. If you layered enough stuff on an A-P you realistically could fight 2-3 people and negate all their damage with bloodlust healing if you played it right. I don't see that going back in the general case, but if I can come up with a good solution makes sense and affects, say, d-elf and felar a-ps less I'd consider it.

A-Ps have gained a bit PvP overall in that past a certain level all of their non-Battle opponents who are any good won't probably have haste for every fight.

  

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ErenthellFri 27-Oct-06 02:33 AM
Member since 27th Oct 2006
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#14947, "RE: Well since no one else has jumped the gun"
In response to Reply #0


          

I like this change.

When I played, haste was a big part of my strategy. Because of it, I rarely had to fear ragers, because i would work around their scout powers or bloodthirst. (cry of thunder/flurry giants still gave me a problem though).

I think this is a small move to make battleragers a little more competitive, make elitism a little less dominating, make depending on your mage friend a little more interesting, and help APs and Transmuters.

I will miss having haste potions but.. ah well.

  

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elmeri_Fri 27-Oct-06 02:04 AM
Member since 13th Dec 2004
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#14945, "My concern"
In response to Reply #0


          

I like being self reliant. I don't like to have to pull a muter for fights, since that makes it less of an achievement than killing someone solo. I can see this as a change a large majority of the playerbase will welcome, but for me it will make warriors, my hands down favorite class so far, likely unplayable. I don't like playing a rager, because there is no extra edge a rager can have over any other rager. As a warrior, that main edge is haste. Now I will likely need to start playing barrier oriented classes, since those have not been removed I guess

  

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DaevrynFri 27-Oct-06 07:48 AM
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#14955, "RE: My concern"
In response to Reply #2


          

>I like being self reliant. I don't like to have to pull a
>muter for fights, since that makes it less of an achievement
>than killing someone solo. I can see this as a change a large
>majority of the playerbase will welcome, but for me it will
>make warriors, my hands down favorite class so far, likely
>unplayable. I don't like playing a rager, because there is no
>extra edge a rager can have over any other rager. As a
>warrior, that main edge is haste. Now I will likely need to
>start playing barrier oriented classes, since those have not
>been removed I guess

Serious question: Why do you NEED haste?

1) No one else is really going to have haste either, and

2) If you're a high level warrior, you have Enhanced Reactions.

  

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elmeri_Fri 27-Oct-06 09:11 AM
Member since 13th Dec 2004
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#14984, "Silly question."
In response to Reply #9


          

I need haste to utterly obliterate the enemy, who hopefully does not have haste. DUH!

P.S. I agree with the change, as it reflects well the wishes of majority of the playerbase, and I want cf to be a game for everyone, not just me and deathweaver who have 7 hours a day to spend. It does hurt my ability to powerhouse away, but that's the breaks.

  

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KarelFri 27-Oct-06 01:46 AM
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#14944, "RE: Well since no one else has jumped the gun"
In response to Reply #0


          

As far as the PvP area goes, I'm good with the whole deal, vast majority of my defeats come at the hands of people prepped out their asses while I have zip. I'm a lazy PKer, if it's one use I don't like bothering to go out and get it. Mages (lesser extent of bard/ranger) being the only source of haste... I think it'll be uncommon for them to be lugging around a lot of haste stuff. Inventory and cost consuming. Although I'm sure there will be the people who do, always are.

On the other hand, a lot of the solo explore/gear hunting I do a few preps being available would certainly be nice. I guess it'll somewhat even out that haste won't pound me quite so much on mobs either, but when they're dishing out the DEMOs it might not make that much of a difference. All in all I have to reserve judgement for when I can put some time into something in a couple months or so.

My one question is a clarification issue. This mean if you're under sanc, as a non-healer/paladin/shaman, you'll regen at half normal? As in any non-native protections, or only things from objects of one kind or another? If it's anything you could hit a point where you basically just don't regen until protections start wearing off.

"Knowledge speaks, but wisdom listens." - Jimi Hendrix

  

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DaevrynFri 27-Oct-06 07:47 AM
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#14954, "RE: Well since no one else has jumped the gun"
In response to Reply #1


          


>My one question is a clarification issue. This mean if you're
>under sanc, as a non-healer/paladin/shaman, you'll regen at
>half normal? As in any non-native protections, or only things
>from objects of one kind or another? If it's anything you
>could hit a point where you basically just don't regen until
>protections start wearing off.

I think it's anything non-native, except sanc is a special case. So, yeah, if you piled on enough DR you basically won't regen until protections start wearing off.

Even the full suite of A/B/S alone has never seemed all that tough to me; it's that combined with being able to recover a few hundred hp in a tick even just by buying heals that really gives it juggernaut status.

  

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ShadowmasterFri 27-Oct-06 07:56 AM
Member since 18th Mar 2003
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#14960, "Right, just so I am clear."
In response to Reply #8


          

GOOD THING YOU GOT CABDRU IN JUST IN TIME.

It was fine to have full abs and bloodlust/troll amulet, run through hell eating motes like candy(pre-nerf) without worrying about neo-rangers, changes to DR, and the problems with spells working. Good thing that won't happen again.

Yeah, feel free to consider me bitter.

  

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ValguarneraFri 27-Oct-06 09:18 AM
Member since 04th Mar 2003
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#14988, "Opinion noted."
In response to Reply #13


          

I will endeavor to make sure your opinion will be given the consideration it deserves.

valguarnera@carrionfields.com

  

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DaevrynFri 27-Oct-06 11:39 AM
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#15024, "RE: Right, just so I am clear."
In response to Reply #13


          


>It was fine to have full abs and bloodlust/troll amulet, run
>through hell eating motes like candy(pre-nerf) without
>worrying about neo-rangers, changes to DR, and the problems
>with spells working. Good thing that won't happen again.

I don't think much if any motes were involved in my Hell strategy. But, moving on...

You could look at it that way, or, that I didn't have the chance to:

- Fight a lot more opponents with no haste.
- Fight a lot more mobs with weaker haste (since mobs generally can both parry and dodge and an A-P can only parry, it does more for them than it does for me.)
- Fight more rangers that don't (because of differing specialization choices) have some of the few old-ranger skills that really scared me.
- Fight Battle in an era wherein someone I didn't have to also raid might take the head.
- Fight Battle in an era wherein I could weaken their powers even when there were way too many lowbie Battle for me to keep the head.
- Cast more powerful spells than ever.
- Benefit from the other mage perks of a thin Veil.
- Fight Battle with weaker deathblow.
- Fight Battle with weaker resist.

And so on.

You can see the good or bad in anything. Your choice is generally to see the bad (for you), but it's rarely all that's there.

  

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ShadowmasterFri 27-Oct-06 12:16 PM
Member since 18th Mar 2003
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#15033, "Do you want me to comment on all the good?"
In response to Reply #19


          

I had hoped how much I played CF, and how much I didn't take issue with was generally accepted as 'He must like that part'.

  

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RogueFri 27-Oct-06 01:15 PM
Member since 24th Sep 2003
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#15047, "Wow, you're STILL bitching about Cabdru?"
In response to Reply #21


  

          


I don't post here often, because there is a level of appropriateness that must be maintained which many are well aware of that I tend to cross that line easy enough.

However, i'm just browsing around, keeping tabs on the new stuff going on, and all that really sticks out to me is You, ranting against majority that everyone is wrong, and you're right, because you can't stack your heavy preppage.

I have been of the opinion, and have experienced, when a hasted character fights another hasted character, it's a matter of lag, because pretty much you win the fight. Evenly matched or closely even matched fights. Haste has seemingly been an end all be all.

Sorry you can't powergame it anymore? No one wins all the time man, and it's not like you're the Only one that's not hasting anymore. God forbid you play on par with newbs/vets alike.

Secondly... It's a game man, take a pill, drink some milk, chill out. No ones taking your blanket away, no ones burned your house down. If anything, now you can concentrate on your leet skills and continue to be the badass steamroller you apparently are, rather than worry about spending countless hours spamming the repop to gather some potions. Sounds like a pretty fair gig to me.

So, you can do one of three things:

You can bitch, moan, all that stuff, and fade away...

You can stay around, try to adapt, and keep trying till
you figure out that haste isn't the end all, be all, pertaining to your apparent skill...

Or... you could shine. Continue to improve as you have recently.


Regardless of what you do, the way you are currently carrying on is going to do nothing more than catch you flak. If you're angle is to threaten to quit playing, then just quit, and stop spamming the boards with your argument.

So, put up, or shut up, seriously. There's just no other way to say it.

  

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MayalethaFri 27-Oct-06 07:43 PM
Member since 10th Jun 2003
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#15077, "Please Read This"
In response to Reply #21


          

I sometimes feel like I'm wearing a chicken suit at a formal dress party because I actually agree with you from time to time, however you really need to let Cabdru go. Nep did NOTHING that wasn't available to the rest of us. He has fully disclosed everything, fixed bugs that otherwise would still be around today and has generally treated us with respect. The least you can do is show him the same respect and stop bitching.

Seriously man, this is coming from a person who actually likes you.

"Once you can accept the universe as matter expanding into nothing that is something, wearing stripes with plaid comes easy."
- Albert Einstein

  

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LightmageFri 27-Oct-06 08:27 AM
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#14965, "Nepenthe can you answer one thing relating to that poin..."
In response to Reply #8


          

When you mention regeneration, im assuming the normal HP gains you would get each tick. Or items like hummingbird pendants, etched, black hammer pendants...

What about an anacondo form for shifters? Or archon healing for conjurers? Does this also apply to mana regeneration for invokers? Necromancers using vampiric touch to get some healing in during a fight?

I dont like the sound of this...but you da man..so Im gonna see how it plays out.

Hope is the worst of evils, for it prolongs the torment of man.

  

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