>Um. . .self cast only, though, please - for reasons I hope are obvious.
If the entire spell were self-cast only, wizards wouldn't have to suffer such drastic tradeoffs.
DESTINY14
DOUG
Re: Rapid Fire (515) Updated!
01/20/2016 07:42 PM CST
>>515 shouldn't be allowed to be other cast at all, just as 215 isn't, without a lot of lore and the wizard present and grouped. If it wasn't available to outside users, the nerfs should not have had to be so onerous nor should much of a post-cap cooldown have been required at all. 1 second CT and non-stackability already reduced the spell's benefits significantly. The cooldown while still allowing other cast is overkill.
Not really anything to disagree with here. Just a note - we have no real idea all the discussions had by the dev team. This exact scenario might (hey, I did say might) have been discussed and discarded for some reason.
I mean, let's be frank - Estild was involved in both. If the end result is different, I'm banking there's a reason, even if I don't understand it.
Doug
Not really anything to disagree with here. Just a note - we have no real idea all the discussions had by the dev team. This exact scenario might (hey, I did say might) have been discussed and discarded for some reason.
I mean, let's be frank - Estild was involved in both. If the end result is different, I'm banking there's a reason, even if I don't understand it.
Doug
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 07:47 PM CST
>Not really anything to disagree with here. Just a note - we have no real idea all the discussions had by the dev team. This exact scenario might (hey, I did say might) have been discussed and discarded for some reason.
>I mean, let's be frank - Estild was involved in both. If the end result is different, I'm banking there's a reason, even if I don't understand it.
I agree we don't know what the internal discussions were, which is why we're revisiting this issue. Just as it was original said that self-cast haste wasn't possible because "that ship has sailed", in Wyrom's words, it's clear that it was deemed best for wizard development rather than the original proposal.
I don't think it's unreasonable to ask that Rapid Fire be revisited in the same fashion. The end result is that pocket mages and other users were protected at the expense of capped and post-cap wizards, who were meant to be the primary users of the spell to begin with. The end result is that already with the loss of 0 CT, wizards lost the ability to guarantee effective crowd control and instant kills when they are sufficiently post-cap, which other pures are still able to do.
It's ridiculous to see low level pocket mages parked outside a warcamp in a safe spot so that some sorcerer can pop in and out to get a 515 buff and farm necro energy. It further adds insult to injury when you consider how unbalanced ensorcell risk, reward, and time factors are compared to enchanting, but that is for another discussion.
>I mean, let's be frank - Estild was involved in both. If the end result is different, I'm banking there's a reason, even if I don't understand it.
I agree we don't know what the internal discussions were, which is why we're revisiting this issue. Just as it was original said that self-cast haste wasn't possible because "that ship has sailed", in Wyrom's words, it's clear that it was deemed best for wizard development rather than the original proposal.
I don't think it's unreasonable to ask that Rapid Fire be revisited in the same fashion. The end result is that pocket mages and other users were protected at the expense of capped and post-cap wizards, who were meant to be the primary users of the spell to begin with. The end result is that already with the loss of 0 CT, wizards lost the ability to guarantee effective crowd control and instant kills when they are sufficiently post-cap, which other pures are still able to do.
It's ridiculous to see low level pocket mages parked outside a warcamp in a safe spot so that some sorcerer can pop in and out to get a 515 buff and farm necro energy. It further adds insult to injury when you consider how unbalanced ensorcell risk, reward, and time factors are compared to enchanting, but that is for another discussion.
KEITHOBAD
Re: Rapid Fire (515) Updated!
01/20/2016 08:08 PM CST
I have to admit I'm a bit surprised it didn't end up being self-cast only. I guess I should be glad? I dunno. I would bet it's used more for MA action than anything else. Are people really using this in group hunting on characters that aren't their own? Are other classes spells nerfed to be 'balanced' when under 515 or are wizard spells (bolts & 502) unique in that regard?
DOUG
Re: Rapid Fire (515) Updated!
01/20/2016 08:14 PM CST
>>The end result is that pocket mages and other users were protected at the expense of capped and post-cap wizards, who were meant to be the primary users of the spell to begin with.
Yeah, well. . . damn. I'm still on the fence a bit, but I'm satisfied that the target's lore affects the spell, and that it's the same native or no.
Not that I'd wish ill on anyone, but the one clear signal we could have had . . . no smiling.
Doug
Yeah, well. . . damn. I'm still on the fence a bit, but I'm satisfied that the target's lore affects the spell, and that it's the same native or no.
Not that I'd wish ill on anyone, but the one clear signal we could have had . . . no smiling.
Doug
DOUG
Re: Rapid Fire (515) Updated!
01/20/2016 08:18 PM CST
So. . .
anyone up for 0 CT, 1 minute hard duration, Water Lore and Air Lore as presently designed, cool down as presently designed, spell not autoprepped and only self cast?
Sheesh.
Doug
anyone up for 0 CT, 1 minute hard duration, Water Lore and Air Lore as presently designed, cool down as presently designed, spell not autoprepped and only self cast?
Sheesh.
Doug
PEREGRINEFALCON
Re: Rapid Fire (515) Updated!
01/20/2016 08:21 PM CST
>> People who complained that they couldn't take advantage of 0 rt proc are basically saying they can't use Haste II or old rapid fire because they are too slow to hold down a button. I cannot honestly believe how people find holding onto a button on the keyboard a difficult thing to do.
>> Seriously, it's easy, try it
Some people prefer not to hunt by spamming commands as fast as the computer / internet will process them without regards to what is actually happening on the screen. 0 second RT pretty much caters to spamming or macroing. Anyone reading anything on the screen and responding accordingly would not benefit from that 0 seconds. The new benefit at least allows for everyone using the spell to benefit from it to some degree.
Seriously, think about it... really not that hard to understand.
-- Robert
Bazzelwyn says, "Maul maul maul maul maul maul maul."
Bazzelwyn says, "The answer is maul."
>> Seriously, it's easy, try it
Some people prefer not to hunt by spamming commands as fast as the computer / internet will process them without regards to what is actually happening on the screen. 0 second RT pretty much caters to spamming or macroing. Anyone reading anything on the screen and responding accordingly would not benefit from that 0 seconds. The new benefit at least allows for everyone using the spell to benefit from it to some degree.
Seriously, think about it... really not that hard to understand.
-- Robert
Bazzelwyn says, "Maul maul maul maul maul maul maul."
Bazzelwyn says, "The answer is maul."
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 08:23 PM CST
>Yeah, well. . . damn. I'm still on the fence a bit, but I'm satisfied that the target's lore affects the spell, and that it's the same native or no.
I'm not satisfied with that because you know who can afford to ignore any cooldown mana penalties and just keep re-casting? The sorcerers and clerics using 302 and 702, that both have much higher damage and can access more CS boosters than wizards and their 502. Not to mention, for outside users who are meant to primarily be CS-based spell users, they can ignore any spirit drain penalties and hunt almost endlessly under this method. In comparison, wizards still largely have to keep spirit high enough to bolt as effectively as possible, since their CS-based spells both cost more and are less effective.
I'm not satisfied with that because you know who can afford to ignore any cooldown mana penalties and just keep re-casting? The sorcerers and clerics using 302 and 702, that both have much higher damage and can access more CS boosters than wizards and their 502. Not to mention, for outside users who are meant to primarily be CS-based spell users, they can ignore any spirit drain penalties and hunt almost endlessly under this method. In comparison, wizards still largely have to keep spirit high enough to bolt as effectively as possible, since their CS-based spells both cost more and are less effective.
DOUG
Re: Rapid Fire (515) Updated!
01/20/2016 08:32 PM CST
>>I'm not satisfied with that
Yeah, I apparently didn't make my point clear.
I've satisfied for myself - in the sense that I just went and tested it - that the design is the same, native or non-native. Not that I was happy it was that way. Quite the opposite, that's completely counter to what I would have expected in a 'reasonable' design.
That's why I made the comment that I wouldn't like to take things away from people - but now I have to fall completely in the camp of 'why does this even make sense'. Which ultimately led me to my next post.
Doug
Yeah, I apparently didn't make my point clear.
I've satisfied for myself - in the sense that I just went and tested it - that the design is the same, native or non-native. Not that I was happy it was that way. Quite the opposite, that's completely counter to what I would have expected in a 'reasonable' design.
That's why I made the comment that I wouldn't like to take things away from people - but now I have to fall completely in the camp of 'why does this even make sense'. Which ultimately led me to my next post.
Doug
RROY
Re: Rapid Fire (515) Updated!
01/20/2016 08:36 PM CST
I liked the 0 sec rt, but it really needed to change. A lot of people have been hunting with the walk into the room and blast everything instantly style. Now with the slowdown it will force us to use more caution and tactics.
I notice the script hunters whom may or may not even be at their keyboards have been hunting in my areas less and when they do, theres still some critters left for everyone else... So thats a benefit in and of itself.
Just an elf about town...
I notice the script hunters whom may or may not even be at their keyboards have been hunting in my areas less and when they do, theres still some critters left for everyone else... So thats a benefit in and of itself.
Just an elf about town...
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 08:37 PM CST
>That's why I made the comment that I wouldn't like to take things away from people - but now I have to fall completely in the camp of 'why does this even make sense'. Which ultimately led me to my next post.
I don't like to take things away from people either, but I always believe that spell nerfs should protect their first and foremost end users before considering other classes, which were never intended to use them on a regular basis in the first place. When other profession-based spells were nerfed, everyone understood and accepted it (see 319). Wizards should not have to pay higher than necessary nerf penalties to protect other cast uses for other professions that can make more efficient and effective use of the spell, since it is not balanced around them.
You're right, it makes no sense.
I don't like to take things away from people either, but I always believe that spell nerfs should protect their first and foremost end users before considering other classes, which were never intended to use them on a regular basis in the first place. When other profession-based spells were nerfed, everyone understood and accepted it (see 319). Wizards should not have to pay higher than necessary nerf penalties to protect other cast uses for other professions that can make more efficient and effective use of the spell, since it is not balanced around them.
You're right, it makes no sense.
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 08:39 PM CST
>anyone up for 0 CT, 1 minute hard duration, Water Lore and Air Lore as presently designed, cool down as presently designed, spell not autoprepped and only self cast?
I think it's clear 0 CT is off the table for good. In light of that, I think self-cast and no cool down by cap (2x EMC) is reasonable.
However, something also needs to be done to address the fact that wizards now have no effective crowd control disabler and instant kill mechanism on a near guaranteed basis, the way the other pures still do.
I think it's clear 0 CT is off the table for good. In light of that, I think self-cast and no cool down by cap (2x EMC) is reasonable.
However, something also needs to be done to address the fact that wizards now have no effective crowd control disabler and instant kill mechanism on a near guaranteed basis, the way the other pures still do.
KANDOR
Re: Rapid Fire (515) Updated!
01/20/2016 09:00 PM CST
I have little doubt that screen scroll contributed to the need for these changes. Look at what 506 and 515 had in common.
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 09:06 PM CST
240/317 and 240/1115 cause just as much, if not more, screen scroll as 515. It's the double nerf of 0 CT and removal of 519's effectiveness that really crippled a wizard's post-cap ability to guarantee effective crowd control and reliable instant kills on the same level as the other pures.
As for 506's offensive capabilities, it largely achieves the same effect as before with sufficient training. You know who it was nerfed for? Non-wizards, which is how 515 changes should have been addressed to start.
As for 506's offensive capabilities, it largely achieves the same effect as before with sufficient training. You know who it was nerfed for? Non-wizards, which is how 515 changes should have been addressed to start.
DRAFIX
Re: Rapid Fire (515) Updated!
01/20/2016 09:07 PM CST
I have little doubt that screen scroll contributed to the need for these changes. Look at what 506 and 515 had in common. |
Yet.. nothing has changed in 506. I can still attack in 1 rt. But now my disarm/detect/pick box is also 1 rt. Overall it has been boosted so I can spam even faster with 506. If you haven't seen me clean up the bench or loot the room before then I can see how you can make the assumption that screen scroll was caused solely by rapid fire and haste. Trust me, screen scroll and general mass scrolling of text can easily be created by movement scripts. Your logic is sadly flawed.
CAPTAINREDBEARD
Re: Rapid Fire (515) Updated!
01/20/2016 09:10 PM CST
Since 2008 I have been playing a wizard in one form or another and was fine with them how they are. There was talking initially starting with Naos of an E-Lore review to spice up the profession and make it more interesting and make the lore training a meaningful part of the training. It would require nerfing haste/rapid fire, but in the end we would get too see a beautiful master plan of wizards in harmony with lore training unfold. What has become obvious over the last few months is that there is no beautiful plan for wizards, people (GM's) are just current just throwing crap together in no coherent way. Changing things overnight based on player feedback. You guys need to rollback ALL of these changes and start over with a plan.
KEITHOBAD
Re: Rapid Fire (515) Updated!
01/20/2016 09:10 PM CST
I think arguing for the 0RT thing is misguided. The only way to benefit from that is by mashing. By the time you see "0RT" process that, react, and have that instruction arrive at the SIMU servers, you are almost certainly burned through most, if not all, of that 1sec.
This is why we were pushing for double-cast. An automatic double-cast would fix the timing issue of trying to react in under a second without changing the damage of the effect. I'm not sure why this was so quickly dismissed as an option by the GMs.
To be clear, I don't mind the recent solution. But since I don't use 515 very often, my opinion might not be most useful.
CANDIDE
Re: Rapid Fire (515) Updated!
01/20/2016 10:38 PM CST
I will say that I see where the scripting, quick button pressing/mashing crowd see this as 20 percent of the time I could get a 100 percent increase in damage instead of 20 percent of the time I get a 20-40 percent increase in damage (though now with channeled bolts that would be better), but I still would rather keep the 1 second rt. I think this is a good change that just needs the right oomph where the "nerf" is just a change.
I do not know why the down time calculation was changed, maybe it was because someone had already gotten it down to 4 seconds reup and the GM's didn't want that. Maybe it was because they wanted Wizards between 15-100 a chance of using it a bit more. Maybe a little bit of both.
I do not see a circumstance where 29 seconds would be the savior instead of 30 though.
Making this spell self cast only would annoy me personally (as an archer that casts 404 on a bard) but I can see advantage if wizards can get back the 100 percent uptime.
I really do not care for the 4 hours stacking.
In the end what has been taken from wizards with Rapid Fire changes? The ability to instantly kill something? I really think that Wizards will be able to kill fast enough now. It would be nice if wizards had something like 316 or 1120 or 504 was more room capable but maybe we have to all be air lore users now.
GBB
I do not know why the down time calculation was changed, maybe it was because someone had already gotten it down to 4 seconds reup and the GM's didn't want that. Maybe it was because they wanted Wizards between 15-100 a chance of using it a bit more. Maybe a little bit of both.
I do not see a circumstance where 29 seconds would be the savior instead of 30 though.
Making this spell self cast only would annoy me personally (as an archer that casts 404 on a bard) but I can see advantage if wizards can get back the 100 percent uptime.
I really do not care for the 4 hours stacking.
In the end what has been taken from wizards with Rapid Fire changes? The ability to instantly kill something? I really think that Wizards will be able to kill fast enough now. It would be nice if wizards had something like 316 or 1120 or 504 was more room capable but maybe we have to all be air lore users now.
GBB
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 10:40 PM CST
>In the end what has been taken from wizards with Rapid Fire changes? The ability to instantly kill something? I really think that Wizards will be able to kill fast enough now. It would be nice if wizards had something like 316 or 1120 or 504 was more room capable but maybe we have to all be air lore users now.
Please don't say this with a straight face as a bard main with 1030.
Please don't say this with a straight face as a bard main with 1030.
CANDIDE
Re: Rapid Fire (515) Updated!
01/20/2016 11:27 PM CST
Everyone always runs back to 1030 at bards. I hunt warcamps all the time (where is was nerfed) no 1030. Stop with the you have it so well you have xxx. In my case I play a capped Bard/Cleric/Wizard/ just about equally now. Concentrate on what it will take to get Wizards to a point where what has been done to 515 is forgiven/forgotten.
"It would be nice if wizards had something like 316 or 1120 or 504 was more room capable.GBB"
Like that.
GBB
"It would be nice if wizards had something like 316 or 1120 or 504 was more room capable.GBB"
Like that.
GBB
TRIPLEGAME226
Re: Rapid Fire (515) Updated!
01/21/2016 08:14 AM CST
>anyone up for 0 CT, 1 minute hard duration, Water Lore and Air Lore as presently designed, cool down as presently designed, spell not autoprepped and only self cast?
I'm all for it. Unfortunately I doubt the GMs will be, so our only hope is that they actually address bolts in a meaningful way instead of putting band-aids on cancer and telling us to be grateful.
~ Methais
I'm all for it. Unfortunately I doubt the GMs will be, so our only hope is that they actually address bolts in a meaningful way instead of putting band-aids on cancer and telling us to be grateful.
~ Methais
TRIPLEGAME226
Re: Rapid Fire (515) Updated!
01/21/2016 08:17 AM CST
Why not just make Rapid Fire work like Celerity with the cooldown? As in wizards get no cooldown, everyone else gets the cooldown that's in place. If you're worried about other classes training down the cooldown, then remove that part of it.
Maybe I missed a post, but I still haven't heard the reasoning for wizards getting a cooldown on it.
~ Methais
Maybe I missed a post, but I still haven't heard the reasoning for wizards getting a cooldown on it.
~ Methais
DESTINY14
Re: Rapid Fire (515) Updated!
01/21/2016 12:00 PM CST
I still don't know why it's still possible to other cast at all, given that comparable level 15 spells aren't (215, 115). Please make it self-cast and balance from there (no cooldown by 2x EMC).
ROLFARD
Re: Rapid Fire (515) Updated!
01/21/2016 12:36 PM CST
My non wizard is terrified at too many boosts as hunting grimswarm becomes more and more dangerous.
DESTINY14
Re: Rapid Fire (515) Updated!
01/21/2016 12:40 PM CST
>My non wizard is terrified at too many boosts as hunting grimswarm becomes more and more dangerous.
This is why lore-based flares of any kind are really not the solution for anyone, be it sorcerers for 716 or wizards for 520. It's MUCH more likely to backfire on you as a hunter than actually save you. When you need it, it won't work for you, but you can guarantee yourself some nasty injuries, if not death, from attacking a sorcerer or mage grimswarm.
This is why the ELR (and parts of HSN) seemed nice in theory but were actually a bunch of secret creature buffs. It was a wash because while the player characters now have a chance of some flares from time to time, many things they hunt are now significantly more dangerous, which ends up a net benefit for the creatures.
This is why lore-based flares of any kind are really not the solution for anyone, be it sorcerers for 716 or wizards for 520. It's MUCH more likely to backfire on you as a hunter than actually save you. When you need it, it won't work for you, but you can guarantee yourself some nasty injuries, if not death, from attacking a sorcerer or mage grimswarm.
This is why the ELR (and parts of HSN) seemed nice in theory but were actually a bunch of secret creature buffs. It was a wash because while the player characters now have a chance of some flares from time to time, many things they hunt are now significantly more dangerous, which ends up a net benefit for the creatures.
TRIPLEGAME226
Re: Rapid Fire (515) Updated!
01/25/2016 08:37 AM CST
It seems the 0 RT proc is being a big liarface.
You are now in an offensive stance.
>Your hands glow with power as you invoke the phrase for Minor Fire...
Your spell is ready.
Seeing an opportunity, you accelerate time and empower your spell!
You channel at a huge air elemental.
You hurl a stream of fire at a huge air elemental!
AS: +513 vs DS: +366 with AvD: +31 + d100 roll: +7 = +185
... and hit for 56 points of damage!
Cast Roundtime 1 Second.
Roundtime: 0 sec.
>
Cast Round Time in effect: Setting stance to guarded.
>stance offensive
incant 906
stance defensive
You are now in an offensive stance.
>Wait 1 sec.
~ Methais
You are now in an offensive stance.
>Your hands glow with power as you invoke the phrase for Minor Fire...
Your spell is ready.
Seeing an opportunity, you accelerate time and empower your spell!
You channel at a huge air elemental.
You hurl a stream of fire at a huge air elemental!
AS: +513 vs DS: +366 with AvD: +31 + d100 roll: +7 = +185
... and hit for 56 points of damage!
Cast Roundtime 1 Second.
Roundtime: 0 sec.
>
Cast Round Time in effect: Setting stance to guarded.
>stance offensive
incant 906
stance defensive
You are now in an offensive stance.
>Wait 1 sec.
~ Methais
GS4-ESTILD
Re: Rapid Fire (515) Updated!
01/25/2016 09:18 AM CST
Methais |
It seems the 0 RT proc is being a big liarface. |
You are now in an offensive stance. |
>Your hands glow with power as you invoke the phrase for Minor Fire... |
Your spell is ready. |
Seeing an opportunity, you accelerate time and empower your spell! |
You channel at a huge air elemental. |
You hurl a stream of fire at a huge air elemental! |
AS: +513 vs DS: +366 with AvD: +31 + d100 roll: +7 = +185 |
... and hit for 56 points of damage! |
Cast Roundtime 1 Second. |
Roundtime: 0 sec. |
> |
Cast Round Time in effect: Setting stance to guarded. |
>stance offensive |
incant 906 |
stance defensive |
You are now in an offensive stance. |
>Wait 1 sec. |
The "Wait 1 sec." is due to the castRT (when you try to cast for the second time). Your log shows you going to stance guarded immediately after casting, then back to stance offensive. You can't change stances while in roundtime.
GameMaster Estild
TRIPLEGAME226
Re: Rapid Fire (515) Updated!
01/25/2016 10:48 AM CST
>The "Wait 1 sec." is due to the castRT (when you try to cast for the second time). Your log shows you going to stance guarded immediately after casting, then back to stance offensive. You can't change stances while in roundtime.
Oh I see...I was thinking this was the old proc, not the channel proc.
I blame Monday. And mornings. And Obama. And Bush.
~ Methais
Oh I see...I was thinking this was the old proc, not the channel proc.
I blame Monday. And mornings. And Obama. And Bush.
~ Methais
DRAFIX
Re: Rapid Fire (515) Updated!
01/27/2016 05:30 PM CST
So, wonderful mechanics implementation team, now that all the complaints and the mood has died down to a dull grumble, has there been any consideration to adding evoke version of 515?
Giving wizards the the 0 cast RT proc version when evoked, so that they can take advantage of the lore effects for non channeled spells (which is a lot of them).
Giving wizards the the 0 cast RT proc version when evoked, so that they can take advantage of the lore effects for non channeled spells (which is a lot of them).
AMCPENS
Re: Rapid Fire (515) Updated!
01/28/2016 10:43 AM CST
I'd rather get a 1 second cast time, but with no cool down for 515. I also believe that 515 should be self cast. Why is wasn't to begin with is the mystery....
TRIPLEGAME226
Re: Rapid Fire (515) Updated!
01/28/2016 11:17 AM CST
I'll never understand any spell that isn't imbeddable but still castable on other players without requiring the caster to be present for it to stick.
If RF were to be made self cast though, I think it should only apply to combat spells. There's no harm in rapid fire utility spells being used by other classes.
~ Methais
If RF were to be made self cast though, I think it should only apply to combat spells. There's no harm in rapid fire utility spells being used by other classes.
~ Methais
DOUG
Re: Rapid Fire (515) Updated!
01/28/2016 12:38 PM CST
>>I'll never understand any spell that isn't imbeddable but still castable on other players without requiring the caster to be present for it to stick.
Be careful what you ask for. There are quite a few that work beneficially this way. Let's not make it worse.
Doug
Be careful what you ask for. There are quite a few that work beneficially this way. Let's not make it worse.
Doug
DESTINY14
Re: Rapid Fire (515) Updated!
01/28/2016 12:44 PM CST
>Be careful what you ask for. There are quite a few that work beneficially this way. Let's not make it worse.
Actually, there are none that are imbeddable but can be other-cast without lore excluding bard songs, which work differently altogether.
Actually, there are none that are imbeddable but can be other-cast without lore excluding bard songs, which work differently altogether.
FIREPHOENIX
Re: Rapid Fire (515) Updated!
01/28/2016 05:05 PM CST
Yeah Rapid fire should be self cast. Give some of that back to Wizards. It seems like a no brainer.
SHAYD11
Re: Rapid Fire (515) Updated!
01/28/2016 05:10 PM CST
I agree with this too, like someone else posted Im not sure why it wasnt self cast from the beginning.
ROLFARD
Re: Rapid Fire (515) Updated!
01/30/2016 01:29 PM CST
Alright after spending some time hunting on my mage I am absolutely furious at how he's still faster than my sorcerer but not quite nearly as amazingly as fast as he once was. I demand we get our 0 rt back when casting bolts as it is the most tedious thing having any round time at all when casting spells. Can we seriously not get back to 0 rt at some other cost? I will offer meteor shower as an offering.
Secondly (because I know there's no way we're ever getting back to 0 rt) can we consider the 'flare' on 515 an extension on the uptime (since we just recently lost the ability to use enhancives to reduce cooldown as far as we initially could)? In a swarm you can keep it up because you'll have that chance for it to flare but as soon as the swarm ends, the duration will be able to catch up. Noone wants to see rapidfire fall in the midst of a crowd it was designed for.
Thirdly, this is working as intended (and look how neat it all works together!) but if we aren't going to change it to something else it would be nice if it happened more often or reliably:
501
You intone a phrase of elemental power while raising your hands, invoking Sleep...
Your spell is ready.
You gesture at a triton combatant.
CS: +494 - TD: +390 + CvA: +20 + d100: +80 == +204
Warding failed!
A triton combatant's eyes roll up into her head as she slumps to the ground.
Cast Roundtime 1 Second.
>stance off
You are now in an offensive stance.
>prep 510
You intone a phrase of elemental power while raising your hands, invoking Hurl Boulder...
Your spell is ready.
>
Your disk arrives, following you dutifully.
>
A triton combatant breathes quietly in her sleep, her small nostrils flaring periodically.
>ch comb
You channel at a triton combatant.
A triton combatant is awakened by your attack!
You hurl a large boulder at a triton combatant!
AS: +478 vs DS: +232 with AvD: +22 + d100 roll: +53 = +321
... and hit for 148 points of damage!
Hard strike removes the right eye and a goodly bit of skull!
The triton combatant gurgles once and goes still, a wrathful look on her face.
Necrotic energy from your runestaff overflows into you!
You feel energized!
Cast Roundtime 1 Second.
Roundtime: 3 sec.
Secondly (because I know there's no way we're ever getting back to 0 rt) can we consider the 'flare' on 515 an extension on the uptime (since we just recently lost the ability to use enhancives to reduce cooldown as far as we initially could)? In a swarm you can keep it up because you'll have that chance for it to flare but as soon as the swarm ends, the duration will be able to catch up. Noone wants to see rapidfire fall in the midst of a crowd it was designed for.
Thirdly, this is working as intended (and look how neat it all works together!) but if we aren't going to change it to something else it would be nice if it happened more often or reliably:
501
You intone a phrase of elemental power while raising your hands, invoking Sleep...
Your spell is ready.
You gesture at a triton combatant.
CS: +494 - TD: +390 + CvA: +20 + d100: +80 == +204
Warding failed!
A triton combatant's eyes roll up into her head as she slumps to the ground.
Cast Roundtime 1 Second.
>stance off
You are now in an offensive stance.
>prep 510
You intone a phrase of elemental power while raising your hands, invoking Hurl Boulder...
Your spell is ready.
>
Your disk arrives, following you dutifully.
>
A triton combatant breathes quietly in her sleep, her small nostrils flaring periodically.
>ch comb
You channel at a triton combatant.
A triton combatant is awakened by your attack!
You hurl a large boulder at a triton combatant!
AS: +478 vs DS: +232 with AvD: +22 + d100 roll: +53 = +321
... and hit for 148 points of damage!
Hard strike removes the right eye and a goodly bit of skull!
The triton combatant gurgles once and goes still, a wrathful look on her face.
Necrotic energy from your runestaff overflows into you!
You feel energized!
Cast Roundtime 1 Second.
Roundtime: 3 sec.
TRIPLEGAME226
Re: Rapid Fire (515) Updated!
01/30/2016 03:53 PM CST
Crusaders
Crawlers
Cerebralites
Soul siphons
Liches
Sentries
Water elementals
Fetish masters (unsure)
Sentries
These are some of the capped critters that that won't work on, either because they can't be slept and/or don't crit. Crawlers and cerebralites usually don't crit, cerebralites can't be slept. The rest it never works on.
I would list defenders too, but Nelemar 3rd floor is basically a level 100 kobold village, and OTF isn't a post cap area.
But...1 vs 1 fights were never really the topic in the first place.
~ Methais
Crawlers
Cerebralites
Soul siphons
Liches
Sentries
Water elementals
Fetish masters (unsure)
Sentries
These are some of the capped critters that that won't work on, either because they can't be slept and/or don't crit. Crawlers and cerebralites usually don't crit, cerebralites can't be slept. The rest it never works on.
I would list defenders too, but Nelemar 3rd floor is basically a level 100 kobold village, and OTF isn't a post cap area.
But...1 vs 1 fights were never really the topic in the first place.
~ Methais
ROLFARD
Re: Rapid Fire (515) Updated!
01/30/2016 04:37 PM CST
I would really like rapidfire to refresh on flare (like bubble flares refresh) so you can attempt to hold out against a big swarm but will lose the rapidfire when the fight slows.
BLACKKOBOLD2
PCOFFEY77
Re: Rapid Fire (515) Updated!
01/30/2016 05:09 PM CST
>I would really like rapidfire to refresh on flare (like bubble flares refresh) so you can attempt to hold out against a big swarm but will lose the rapidfire when the fight slows.
Definitely would be nice to have something to handle the swarming which tends to happen quite often at/near capped. All I can do right now is basically run or die. Even the 1 second RT makes all the difference in that life or death so the nerf does hurt, but I can also learn to deal with it and am learning slowly.
Definitely would be nice to have something to handle the swarming which tends to happen quite often at/near capped. All I can do right now is basically run or die. Even the 1 second RT makes all the difference in that life or death so the nerf does hurt, but I can also learn to deal with it and am learning slowly.