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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 05:54 PM CDT


I like Balekia's idea best, as the cost is a huge part of the problem with this spell. I would prefer if they just put the DF effect straight to 50% w/o recasting but his/her solution is a nice middle-ground.

Observer, we have a spell that's supposed to handle that situation already, 512. I would prefer having the room version of that brought up to a usable level rather than have two spells that do the same thing: mitigate groups of melee based attackers with a room-based defensive position.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 05:59 PM CDT

I also like my idea of boosting the AS modifier to an amount that actually matters. Maybe -75 AS for 20sec rather than -25 for 60? Maybe have the DF effect still last the minute.

I'd consider using that for things like golems if it worked like this.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 06:01 PM CDT
512 needs work for sure. I (and of course others) made a good number of solutions already, but yeah. Definitely along the lines of a spell rewrite rather than ELR tweaks.

If 412 hit enough targets in the room so that it could actually deal with a swarm WITHOUT being an Earth lore nerd, that'd work too. As it stands now, 3 targets for 40 Earth Lore ranks is a bit steep. Heck, even Seed 10 starts to look nice at this point, as at least you get the second target at 10 ranks instead of 20.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 06:02 PM CDT
>> I also like my idea of boosting the AS modifier to an amount that actually matters. Maybe -75 AS for 20sec rather than -25 for 60? Maybe have the DF effect still last the minute.

I think part of the reluctance for THAT much -AS is that it almost assuredly put the target into auto-miss territory, and we're unlikely to get such a change (esp. from a 12th circle spell). The games fundamental combat of a 100 endroll makes it hard to do penalties like that without making up the lost AS some other way (see 425, it's "required" simply because it's too much bonus to balance the game for people to both have and have not).

A Better way that doesn't just turn it into an "auto-nerf" spell would be something like giving it a flat 10% chance to make the critter miss, increased up to 50% as it stacks.

Thoughts?
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 06:03 PM CDT
Good change, I'll probably be more likely to use this spell against particularly dangerous creatures, even more so than I was before.

-25 AS does a lot vs claids and the extra DF bonuses make sense.

Thanks for taking into account rogues & warriors in this update who aren't 50m post-cap and throwing us a bone.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 06:05 PM CDT
The thing is, this spell has no warding check. That's what is holding it back. -75 AS without so much as even a level VS level check is asking a lot.

I wouldn't mind some sort of an upper limit put on it's ability to hit targets (like Sounds), but that may fall outside the scope of the ELR changes.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 06:09 PM CDT
>> The thing is, this spell has no warding check. That's what is holding it back. -75 AS without so much as even a level VS level check is asking a lot.

Overall, and I think this is where frustration at the spell being flamed is coming from, the spell is actually good. -25 AS at Light Leather can often lead to -10 damage, and increased miss chance. Including the DF reduction, you can easily turn a blow into a much weaker blow.

I think the fundamental issue isn't whether or not the spell is good, it's honestly good, it's a question of whether or not the spell is efficient enough to find a place in a combat rotation. As it stands, it's a bit too pricey with all the other stuff wizards have going on.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 06:10 PM CDT
>> I think the fundamental issue isn't whether or not the spell is good, it's honestly good, it's a question of whether or not the spell is efficient enough to find a place in a combat rotation. As it stands, it's a bit too pricey with all the other stuff wizards have going on.

Wish I could edit. I'm jumping between wizard and non-wizard folder too much, and I apologize. Anybody with minor elemental would have to consider the cost, not just wizards. I just know wizards have mana concerns already, and I'm sure Warrior/Rogue also needs to make that choice. It's less attractive to them (warriors at least) because they have high DF.

Bards maybe? Although they may have better in their native circle.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 06:15 PM CDT

I think the mitigating factor is the mana cost. Even if it creates 'automiss', for that much mana per cast it needs to be significant if it's to be worth doing. I guess -50AS/30sec would still be enough to be useful on creatures that aren't particularly powerful.

But consider that this spell is in the same circle as ewave, so there needs to be use cases that aren't better solved by casting 410. With the current implementation that's hard to find. (Invasion boss is one... but we should probably strive to find more use than just that eh?)

Also, look at the big picture. Even at 75 AS. At low levels this spell is still way to expensive to cast more than a couple times. And at high levels that's less likely to create an auto-miss situation (and still a non-trivial cost, imho).
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 06:20 PM CDT
Ondrien (sp SORRY!) says he makes use of this spell as a rogue, even in its current form. I think he's one of the very few with enough magical ranks to have access to it, enough mana to use it, and gains enough of an advantage from casting it to make up for the 3 seconds it takes to do so. It's useful to him because it does not require any magical skill to use.

Somehow I doubt that he'll ever get 20 ranks of earth lore to get the open cast version, and that's where I think there was a missed opportunity. The spell was improved, even for non-wizards, by adding the DF penalty. The addition of lores should have made the spell more useful to those who would actually bother to train in earth lore. Namely wizards.

What bonus could be added to the spell via earth lore which would make it useful to a wizard but not be so powerful as to require a change in how the base spell operates?

The only thing that comes to mind is a maneuver attack penalty. If you could make a creature less effective at maneuvers without having to ward it, that could be useful. The AS and DF bonuses would be nice too, but ultimately fluff.

So at 20 ranks of (probably Fire) lore, the target also suffers a blanket penalty to its offensive maneuver capabilities in addition to the -25 AS and 10% DF.

In order to hit the room, you'd need 20+ ranks of Earth lore and 20+ ranks of Fire lore, but you'd weaken the offensive capabilities of 2 creatures in two different ways.

Seems like that would make the spell quite useful while not buffing it to the point of being overly powerful without a skill check of some sort.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 06:23 PM CDT
>it's a question of whether or not the spell is efficient enough to find a place in a combat rotation.

This is my issue with a lot of spells. Sure, a spell with no warding check that lowers AS by 25 and now lowers damage by 10% sounds good on paper but when you consider you can usually outright stun a critter (thereby dropping their damage done by 100%) or put them on the ground (lowering their AS by 50) it's hard to justify taking the 3 seconds required to cast spells such as these.

I almost wish they would change the standard 3 second castRT to account for things like this. Like maybe this spell could have a 1 second castRT, maybe boost the damage output of direct damage spells and make them have a 4 second cast RT or something, something like ewave or call wind could remain at 3 seconds.

That might actually give incentive to people to cast non-standard spells such as these.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 06:36 PM CDT
I smell some bannings are almost needed at this point.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 07:05 PM CDT


>Second, suddenly 412 is somehow lessened by the additional utility? The spell was fine yesterday and suddenly today it's crap? No? It was always crap? Maybe, but it's funny that no suggestions for improvements have been made on it in years. Yet suddenly it's the poster child, like every other spell, for how awful it is to be a mage.

Its always been less than useful, but not every spell can be a home run can it, and this is in the minor circle that is the village bicycle of gemstone.

My concern with it is that its more useful to critters than players.

You are correct Viduus in your assessment that it has additional utility, so people shouldn't complain about getting additional utility, no matter how slight... however you're forgetting about opportunity cost. People feel like this was the opportunity to get something for this spell slot, and now it is passed. Getting this means they've lost the opportunity to get something potentially better in this slot.

It is like entering a drawing for a prize of either a pack of gum, a date with Kate Hudson, or an IO Hawk. You end up winning the gum. You have technically won something, you have more gum than you did a minute a guy, but you might feel a little melancholy for the lost potential opportunity.

FWIW, maybe what you've done with 412 is about as good as it gets. Minor circle spells aren't supposed to be earth shattering awesome. Which is why the sorcerer spell circle IS supposed to be.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 07:11 PM CDT

>If 412 hit enough targets in the room so that it could actually deal with a swarm WITHOUT being an Earth lore nerd, that'd work too. As it stands now, 3 targets for 40 Earth Lore ranks is a bit steep. Heck, even Seed 10 starts to look nice at this point, as at least you get the second target at 10 ranks instead of 20.

Yes, it IS a 12th level spell, other similar mass not-so-disabling spells like mass calm will do a whole room.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 07:59 PM CDT

<The only thing that comes to mind is a maneuver attack penalty. If you could make a creature less effective at maneuvers without having to ward it, that could be useful. The AS and DF bonuses would be nice too, but ultimately fluff.

That would be pretty good, I could see high level casters making use of that.


<Overall, and I think this is where frustration at the spell being flamed is coming from, the spell is actually good. -25 AS at Light Leather can often lead to -10 damage, and increased miss chance. Including the DF reduction, you can easily turn a blow into a much weaker blow.

Yes, it's not a terrible effect. But the value::effect ratio is questionable and there is a much better dis-abler two levels below it.

If this cost 2-4 mana, I would cast it. Or if the effect was increased 3 fold. That's the value::effect line I think this spell needs to move towards to make it a situationally useful spell. I still wouldn't use it instead of ewave (I need that DS reduction) but on fast or ewave-resistant things it could be pretty good.

TBH the excuse that it's a minor circle spell doesn't really fly that well with me. Ewave is minor circle and it's freaking great. 420 is a very useful spell. 401/406/414, all solid. I'm starting to run out of ammo here so I'll stop but the point is you can have good spells in these circles.

I don't find the 900's or 500's to be that much better in terms of how many spells are crap and how many are good.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 08:46 PM CDT


>>>Ondrien (sp SORRY!) says he makes use of this spell as a rogue, even in its current form. I think he's one of the very few with enough magical ranks to have access to it, enough mana to use it, and gains enough of an advantage from casting it to make up for the 3 seconds it takes to do so. It's useful to him because it does not require any magical skill to use.

It's Ondreian! :)

I've found it particularly useful against creatures where I know I (or my hunting partners) are going to be mechanically forced into take the second round of attack or where the creature has an incredibly high potential for DPS.

Examples of this are flying creatures because I do not have the ability to strike them first, grizzled/ancient/dangerous creatures (they don't stun and have very short rounds), invasion creatures with feras weapons (THANKS KENSTROM), or creatures that are immune (or incredibly resistant usually due to level differential) to ewave.

It also frees me up to hide in the soft RT of these combat situations whilst leaving my hunting partner in the open and not have to worry about them taking too much damage, so I can maximize our chance to disable the creature as efficiently as possible.

Do I use it consistently every hunt? No.

Does it have a place to mitigate certain situations? Definitely, and I really can't ask much more out of a level 12 guaranteed warding.

I however tend to play a considerably more conservative and defensively minded style than most people, and as much as I have seen people complain about RT stacking and stunning into oblivion being annoying, this is most certainly a way to combat those situations for your character.
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/13/2015 09:11 PM CDT
Oh boy! Ethereal mage apprentices in the Citadel just got that much more annoying...

(Not a real complaint against the release...just 412 + Dizzy Tunnel + Non-corporeal + new DF diff without a chance to ward it...at least my paladin has 1605)



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>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/14/2015 07:44 AM CDT


>Ewave is minor circle and it's freaking great.

sssshhhh not so loudly!
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Re: HSN: ELR - Weapon Deflection (412) Updated! 09/14/2015 12:01 PM CDT
>Second, suddenly 412 is somehow lessened by the additional utility? The spell was fine yesterday and suddenly today it's crap? No? It was always crap? Maybe, but it's funny that no suggestions for improvements have been made on it in years. Yet suddenly it's the poster child, like every other spell, for how awful it is to be a mage.

The problem with spells like 412 is there's no reason to use it over other spells. There are plenty of spells that will stun, incapacitate, or just kill a critter, all of which reduce their AS by 100% since they're not attacking.

Do you really want to know why almost every ELR release has been critiqued so hard? It's because we know the big 3 nerfs are still coming, and so far, absolutely nothing with the ELR even comes close to offsetting those nerfs, which we were told that they would.

Remove the big 3 nerfs from the equation, and the reactions from most of the ELR releases would have been quite different. But since we still have the big 3 nerfs coming, that's the lens a lot of us are looking at the ELR changes through and judging them on. The lens of "How does this help offset the big 3 nerfs?"

Yeah, the nerfs aren't implemented yet. Big deal. That doesn't mean they're still not coming, or that we're such short sighted people that some uncreative "buffs", most of which are situational at best, with high seed requirements, is going to distract us from that.

It's not that we don't appreciate the effort. However, intentions and results are drastically different things.

~ Methais
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