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Evil Outlander | Fri 05-Nov-04 04:55 PM |
Member since 02nd Nov 2004
8 posts
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#6294, "Magical Sleep attacks."
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In the interest of making battles more diverse, and less of one, shot, one kill, waiting for the random number generator to fall you way, I am wondering what the populous would think of limiting the number of times a person can be attempted to be put to sleep before they are immune to such for 10 to 15 hours (ticks).
Reasons for it: 1. Encourages people to fight necromancers one on one. And therefore encourages a more dynamic and enjoyable fights, which require more strategy on both parts besides the victim doing 'dirt 1." or "murder 1." and the necromancer/anti-paladin doing "sleep %target;flee;!:!;!".
2. Forces individuals to increase their understanding of the class. A necromancer may have to utilize scourage in battle instead of banking on the sleep.
3. One hit dominating skills that require little or no effort (assassination being one that does require effort and is more balanced) distracts from the game and actually makes people not want to fight the certain individual unless they can gang that person down, with little or no risk.
4. Personal experience. After a necromancer had failed sleep on me 12 times, and then finally got it on the 13th time, I vowed to myself I would never fight this person again unless I could gang them down. I survived the encounter, but only on sheer and absolute luck.
5. I personally do not believe that this kind of limit would take away the spirit of the spell. Its a viable and deadly spell, yes, but it should not be a all encompassing way of fighting someone. I believe 3 attempts at basically winning the fight is a good number, and that the victim deserves to force the necromancer into other tactics if he has geared successfully to survive a spellcrafted sleep spell 3 times.
Anyway what do you think? I don't see it as anything but a good change.
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Yeah, I agree.,
Balrahd,
06-Nov-04 01:54 PM, #8
RE: Yeah, I agree.,
nepenthe,
06-Nov-04 06:41 PM, #9
OK. That's just ugly.,
Balrahd,
09-Nov-04 12:49 PM, #11
Way back in the day, the first little hit would wake yo...,
Vladamir,
09-Nov-04 05:40 PM, #12
RE: Magical Sleep attacks.,
ORB,
06-Nov-04 09:57 AM, #7
RE: Magical Sleep attacks.,
Jerk_Like,
05-Nov-04 07:41 PM, #4
You must be joking re: blackjack,
Nivek1,
05-Nov-04 11:09 PM, #6
I see it as a HUGE detriment to APs and Necromancers. ...,
Nivek1,
05-Nov-04 05:02 PM, #2
Why?,
Evil Outlander,
05-Nov-04 05:28 PM, #3
RE: Why?,
Nivek1,
05-Nov-04 11:08 PM, #5
yeah and lets remove chameleon too....,
Abernyte,
16-Nov-04 04:27 PM, #13
Last time I saw it,
incognito,
17-Nov-04 12:18 PM, #14
Tactics.,
Evil Outlander,
05-Nov-04 05:00 PM, #1
RE: Tactics.,
Adrigon,
09-Nov-04 08:38 AM, #10
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Balrahd | Sat 06-Nov-04 01:54 PM |
Member since 04th Mar 2003
131 posts
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#6306, "Yeah, I agree."
In response to Reply #0
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But then I've always thought sleep was stupid.
Another solution would be to simply reduce the duration of the sleep spell - to like 1-2 hours.
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nepenthe | Sat 06-Nov-04 06:41 PM |
Member since 04th Mar 2003
3430 posts
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#6308, "RE: Yeah, I agree."
In response to Reply #8
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It's pretty reduced already, honestly.
When I started playing CF it lasted hours = caster level.
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Balrahd | Tue 09-Nov-04 12:49 PM |
Member since 04th Mar 2003
131 posts
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#6322, "OK. That's just ugly."
In response to Reply #9
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I vaguely remember that maledictions did not wake you when you were severely hurt, either. Did anyone survive?
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ORB | Sat 06-Nov-04 09:57 AM |
Member since 04th Mar 2003
993 posts
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#6302, "RE: Magical Sleep attacks."
In response to Reply #0
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Horrible Idea, thumbs down. That which does not kill us, makes us stronger.
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Nivek1 | Fri 05-Nov-04 05:02 PM |
Member since 04th Mar 2003
655 posts
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#6296, "I see it as a HUGE detriment to APs and Necromancers. ..."
In response to Reply #0
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Evil Outlander | Fri 05-Nov-04 05:28 PM |
Member since 02nd Nov 2004
8 posts
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#6297, "Why?"
In response to Reply #2
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I'm not taking anything away from them except doing the same thing over and over and over. Maybe move it up to 5 times. They can always disengage if they really want to, but spamming it over and over because you have a better link than someone else doesn't serve anything but be a "Fun hatin'" spell. They have a whole boatload of other spells that can be utilized IN BATTLE. I bet 90% of all necro maladict spells are cast on sleeping people. Is that the original intent of the immortals? To make a class a one hit wonder? When was the last time you saw a higher level necromancer cast scourage in battle? I have not seen it since Zorszaul.
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Abernyte | Tue 16-Nov-04 04:27 PM |
Member since 04th Mar 2003
975 posts
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#6428, "yeah and lets remove chameleon too...."
In response to Reply #3
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because the outlanders repeatedly attack people from chameleon and when they are getting beat they chameleon again instead of using their in battle skills and spells. Why they chose to use such an advantageous ability is just stupid to me.....stupid I say!
-----Abernyte
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incognito | Wed 17-Nov-04 12:18 PM |
Member since 04th Mar 2003
4495 posts
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#6477, "Last time I saw it"
In response to Reply #3
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I cast it on a cloud giant outlander trying to retrieve, and he died from it. It was the only spell I cast.
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Evil Outlander | Fri 05-Nov-04 05:00 PM |
Member since 02nd Nov 2004
8 posts
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#6295, "Tactics."
In response to Reply #0
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I will dispel the defense that if I had 13 sleep attempts on me I'm not doing anything right, but sometimes, the RNG makes you miss a dirt kick as well as someone's link being better and slipping in between spamming dirt 1. and/or murder 1.
I am also under the belief that just running from these kind of battles not only is dumb (makes it less fun for everyone involved) but it is also not a viable solution to making a mud enjoyable. More fighting means more fun, but less fighting and more instant fight enders (which sleep is) is not fun. There is a certain level of tactics which is enjoyable, but at some point, it takes away from a very fun part of the game, actual combat. Thanks.
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Adrigon | Tue 09-Nov-04 08:38 AM |
Member since 04th Mar 2003
158 posts
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#6318, "RE: Tactics."
In response to Reply #1
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You are aware that dirt is a two round lag command, right? The necromancers weakness is that they are fragile. Just lag them somehow.
Or be a necromancer yourself and see how easy it is.
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