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  1. #1
    Player saevel's Avatar
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    Apr 2011
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    Not to sound like a wet blanket, but all these idea's are potentially game breaking if applied to NM's. And SE doesn't particularly like us breaking NM's, so don't expect any of them to work on NMs. Like I've said in previous threads, make simple things, the more simple it is, the less variables and factors involved, then less room SE has to screw it up.

    Anything that stops TP moves is out the windows, its how SE keeps us in check. Anything that hinders monsters casting is also out the window for the same reason. Anything level based wont work, player vs monster level determines too many things to allow a player to change it.
    (1)

  2. #2
    Player Ketaru's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    215
    Character
    Ketaru
    World
    Siren
    Main Class
    RDM Lv 99
    Anything that stops TP moves is out the windows, its how SE keeps us in check. Anything that hinders monsters casting is also out the window for the same reason. Anything level based wont work, player vs monster level determines too many things to allow a player to change it.
    That's reasonable enough, but perhaps they could take a page from what they did with Addle then. Why not a spell that increases the charge up time of mob abilities and also directly reduces the damage dealt by said abilities by a flat 10%? Increased charge time could give more time to Stun, and not gimp the mobs that are immune to Stun. Would work very much in the same way Addle does, at the very least giving groups a little more time to shore up defenses when they see an ability coming.
    (4)
    Last edited by Ketaru; 10-11-2011 at 01:50 PM.
    "NeED★RdM? PLeaSe sENd★teLL!"

  3. #3
    Player Mirabelle's Avatar
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    Mar 2011
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    DeadParrotSociety
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    354
    Anything that stops TP moves is out the windows, its how SE keeps us in check. Anything that hinders monsters casting is also out the window for the same reason. Anything level based wont work, player vs monster level determines too many things to allow a player to change it.
    I have a little spell called Delta Thrust on BLU. While it doesn't work on all NM's it does work on many. No reason RDM can't get a TP reduction enfeeble as well. SE will just make sure most serious NM's will be immune to it.
    And Addle definitely works on lots of NM's so not sure how you think these things are game breaking.
    (0)
    Yo Ho Yo Ho, a pirate's life for me!

  4. #4
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Mirabelle View Post
    I have a little spell called Delta Thrust on BLU. While it doesn't work on all NM's it does work on many. No reason RDM can't get a TP reduction enfeeble as well. SE will just make sure most serious NM's will be immune to it.
    And Addle definitely works on lots of NM's so not sure how you think these things are game breaking.
    Ok let me make it nice and bold,

    Anything that stops TP moves is out the windows, its how SE keeps us in check. Anything that hinders monsters casting is also out the window for the same reason. Anything level based wont work, player vs monster level determines too many things to allow a player to change it.


    This is in reference to NMs, the same NMs that make most enfeebles useless.
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