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bobbyp | Sat 21-Jun-08 10:26 AM |
Member since 16th Nov 2007
158 posts
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#21627, "An idea to tweak sleep spell/skill etc"
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I appreciate the tweaks made to sleep/flee/sleep tactics but it still works most of the time. Instead of tweaking sleep duration, how about we just give them one shot at the sleep tactic by having it stay in the affects list. The sleep will stay in the affects list until it would normally expire, and then they can try sleep again. Currently unless you have outstanding saves they will eventually land a sleep on you, sometimes even with outstanding saves. Appreciate anyone's input on this.
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Daevryn | Sun 22-Jun-08 08:38 AM |
Member since 13th Feb 2007
11117 posts
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#21635, "RE: An idea to tweak sleep spell/skill etc"
In response to Reply #0
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The point was never to make flee/sleep go away entirely, only to reduce its effectiveness. I'm pretty happy with where it is now.
If you're still getting slept a lot, consider either gearing for more -spell, adjusting your tactics to allow less openings for sleep (how to do this varies by class), or both.
Also, consider this: let's assume that you're getting into a lot of fights wherein the necromancer thinks their only realistic chance to win is to sleep you. Currently they'll probably keep trying after they fail the first time, giving you a better chance to kill them. Under your proposed change, after they fail the first time they're going to clear out.
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NMTW | Sat 21-Jun-08 11:44 PM |
Member since 09th May 2007
84 posts
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#21632, "Some suggestions"
In response to Reply #0
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1. Lag them to stop them fleeing. I know this can fail, but if you're putting out enough damage you can seriously mess up their day.
2. Spam murder <target>. This won't always work, but especially in wilderness areas, where movement causes lag before you can enter a command having arrived, this should stop them sleeping you.
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