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Absorb Spell


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#1 Ryuku

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Posted 19 August 2007 - 02:44 PM

Mages have nice rounding power, and decent constant damage.

Absorb spell would take that away. So they're balanced..or would they be?

Why do mages do so much damage?

They're the longest to train, they can't be buffed and hit for more enabling faster training, all they get is a Haste spell which only lasts 3 rounds at the cost of 40 mana, with the stam is takes to cast it, it's only 2 more stam.

Okay, that seems all well and dandy, they're hard to train, but in the end they still shouldn't be able to kill almost anything in a single round should they? I say yes, and the main reason isss

THEY DIE JUST AS EASY, a covert thief can click a mage, without spells even. Zerks can smite them, and as of now (since very few aops), zerk them and they'll die pretty easily. A fighter can almost round them too, if the fighter has full wis and is arch, they can't be rounded.

Mages have a limit when it comes to damage, 2 classes (fighter and zerk) of the same level, can't and will never even round (unless again, they have very bad wis).

Also, magic damage is based on wisdom and level. A mages damage against the same level will never change. An example, a lvl 40 mage will beam a lvl 40 anything for 60s still (if max wis), but anything that attacks will gain extra power when they level. For as of now, no armor has been introduced to stop this.

As a suggestion, I ask that absorb not be put in until either more armor it added for lvl 31+ or is not added at all and also no extra armor.

Both choices will keep balance, so which one seems easier to do?

Comments welcome.

Edited by Ryuku, 19 August 2007 - 02:44 PM.


#2 Freek

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Posted 19 August 2007 - 02:54 PM

Yeah Absorb would make anything > the mage are you trying to kill a class or trying to make classes equal!? If you are going to stop 1 class from rounding things make all classes or dont make any at all. And by the way for the record. Superbeast has 2 wismod's and Haven't rounded him at full health with them. So there is already equip in game that can stop what used to be rounded to haha cant round me.
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#3 brackish

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Posted 19 August 2007 - 03:25 PM

jordan ur just mad cuz if Absorb comes into play u won't pwn us as much anymore

Edited by brackish, 19 August 2007 - 03:26 PM.

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#4 Ryuku

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Posted 19 August 2007 - 04:28 PM

And even with the new 10 mana beam, mages still aren't very desirable for trips, so why take away the one thing people like to use them for? killing.

#5 Throwback

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Posted 19 August 2007 - 04:28 PM

roflmaorollerskatorz @ brakish

i believe there are other things that need to be addressed first, devastate at lvl 35?? new mage armor?? a 2 int. mod?? plz introduce those first

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#6 Scripto

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Posted 19 August 2007 - 10:16 PM

Far as I know.. this hasn't even been added in yet....

So why are you guys complaining already?

Till you know how it works.. then.. shhhhhhhhhhhhhhhhhhhhhh

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#7 Freek

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Posted 19 August 2007 - 11:50 PM

JLH has posted how it will work and Emma has said she will be adding it in the next few weeks is why it is being complained about now instead of then. Kthxbai Mark <3

And to Brackish nope. Cause I'll have 6 stam before its added so it wont stop me :).

Edited by Freek, 19 August 2007 - 11:51 PM.

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#8 Scripto

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Posted 19 August 2007 - 11:54 PM

My point being that you have not yet seen how it will work and affect everyone in pvp, so till then.. don't complain on something that has yet to be added.
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#9 Ryuku

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Posted 20 August 2007 - 05:50 PM

It's pretty obvious how it will work, .1 = 10% damage gone, there a normal 66 beam would be 59 or 60.

I'm hoping if it is added, a combination of all items wouldn't exceed .15 or so.

#10 Trevayne

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Posted 20 August 2007 - 05:58 PM

It's pretty obvious how it will work, .1 = 10% damage gone, there a normal 66 beam would be 59 or 60.


And there is a huge difference between having bunnies drop amulets with 99% absorb and having a rare drop from the time mage give a 2% absorb or more common drop from the Atrium Monarch that gives 5% absorb but -3 dexterity.

Quit complaining until you see what is actually going to happen.
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#11 Ryuku

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Posted 21 August 2007 - 10:30 PM

I'm not complaining, I'm telling how things like absorb spell aren't needed.

I thought that's what wis mods were for? We already have something that changes how much mage damage is, if you want more magic defense, make more wisdom mod items. The max right now is +3 wis (no one getting those armlets in 1a for years ;p), isn't that enough?

Edit: No offense to any staff, but stop saying people are complaining just because they want something changed. I know that could be the base of what complaining is, but then so would almost every suggestion and game discussion topic. It's a stupid phrase that isn't needed, "stop complaining."

Edited by Ryuku, 21 August 2007 - 10:45 PM.


#12 Foxie

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Posted 21 August 2007 - 11:05 PM

I said i was going start working on it in the next few weeks.
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#13 Snoopy

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Posted 22 August 2007 - 08:58 PM

lol yea, so in order to make a cleric protected you want them to make more wiz mods, so a cleric can have +6 wiz and get even more bonus's... dont be daft...
A nice protective anti damage absorber without any other bonus's seems a clever way. For example somthing with high magic resistence but a -1 int mod so a mge can plan offence or defence depending on the situating

Edited by Snoopy, 22 August 2007 - 09:01 PM.

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#14 Ryuku

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Posted 28 August 2007 - 09:28 PM

My point being that you have not yet seen how it will work and affect everyone in pvp, so till then.. don't complain on something that has yet to be added.


You're right Mark, people don't know, staff don't seem too either. One wis amulet has gotten into game, other than that, only boots have been gotten as a wis mod. I never for a second thought that more wis was needed, I was saying 3 was enough.

The person who has 2 wis mods on their crit barely ever gets rounded by mages anymore, until ones of a couple or more levels higher attacks him. Wisdom hasn't gotten into it's full potention on 1a yet, no gloves of vigor and only one wisdom amulet have been gotten, once people stop being lame and enemy clans can work together on a single trip, I'm sure Imhotep and BD will be killable in a few more months. So why add something that (once people have more wis mods on desired crits as they come ingame) will be unneeded later on?




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