Assessment on 11/30/2012 12:44 AM CST
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If you want to schedule a time to meet in game to see some of the tests I'd be happy to do so on Saturday or possibly tomorrow in the late evening. I really appreciate all the hard work going into this and I really am thrilled with all the vast changes; however, in the spirit of testing I just wanted to provide my feedback on a couple items that were popping out at me while testing:

1. Ignite - Great conceptual idea for this spell but when the description says "temporarily adds fire damage to a weapon" I understood that as say a 5 minute duration, not a one time cast. The buff to damage is extremely underwhelming based on my tests in assassins and intercessors. I did not notice the levels of damage for first strikes going up when the weapon had ignite on it nor did I notice a reduction in the number of throws to kill. In order to actually want to cast this spell every single throw it would need to show a visible difference in damage or last longer on the weapon with slightly more damage than I'm seeing (or lack thereof) now.

2. Tailwind - I absolutely love this spell but it cannot be cast indoors. Can you please change this so it will work like Zephyr does indoors? I don't understand why one can work but the other cannot and thought I read previously that TW was supposed to infect work indoors in 3.0 I'll have to dig for that but it's late tonight.

3. Fire Rain - I would actually very much love to be able to use this spell in my hunting but it currently does not work indoors. Would it be possible to change it so that it can work indoors like CL & ROS? It's such an awesome spell but sad that I will not be able to use it for years due to the fact that I like the Spire over islands. I realize there will be more hunting choices popping up over the coming year but the point is that we just don't get to enjoy such an awesome change and I don't feel it would be game breaking to allow a cloud to form on the ceiling of the room you are hunting in when you can call down chaining lightning already. Just a thought I'd love feedback on either way :)

4. Anther's Call - After a player or monster is affected by this spell it does not display the person has "immobilized" when you observe the room. In addition, this spell was supposed to be able to be used in more locations but I have not noticed this to be the case (admittedly my testing has been limited for this particular spell)).

5. Summoning skill is pretty hard to keep moving at a decent rate. I tried maxing out my charge before heading into combat and ran pathway accuracy while casting CLs & arc lights at assassins and I kept running out of charges before it would move to a higher state.

Thanks again for all you are doing upstairs!

- P

Luck is nothing more than opportunity meeting preparation.
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Re: Assessment on 11/30/2012 03:55 AM CST
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>>Ignite

Well since I already planned to double the duration for this one, I've gone ahead and made that happen. I think the main issue you're having with it is that you're using it on a thrown weapon instead of a melee weapon. Sure, it works, but the flames go out when it strays from your hand for too long - which is mentioned in the spell description. You don't have to recast though, it should reignite after a few seconds of being back in your hand again.

As far as damage goes, as with all spells it is dependent on mana used for the cast. If you were recasting quick enough to not notice it reignite on its own, I would venture to guess that you weren't casting at a very high mana level. Though, even at the highest end, the damage rating is also scaled by a percentage of the highest damage rating of slice/puncture/impact. The weapon elemental damage stuff is brand new, so numbers may change - but from the testing in plat I heard that it was making a noticeable difference when it was being cast at personal caps.

>>Tailwind, Fire Rain, Anther's Call

There was a general idea to remove environmental restrictions when it made sense. In the case of Tailwind, there generally isn't directional wind inside. For Zephyr the idea of air circulating indoors makes it seem workable to me. Fire Rain involves the ground bursting open, followed by a massive pyroclastic cloud forming above. This one is beyond consideration for casting indoors. Anther's Call still can't be used on certain types of ground, but the effectiveness of the spell is no longer penalized by the ground type.

>>Summoning skill

Isn't something I've dealt with, but balancing exp is still ongoing by others.


AGM Ricinus
Dev Systems
Cleric Advocate
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Re: Assessment on 11/30/2012 06:51 AM CST
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<<Ignite

Ah thank you for the explanation as that makes sense now. I started testing with my HT hammer and after one throw I'd focus it and it no longer had the spell so I just auto recast from that point on and with lower mana even when I swapped to melee. I'll try again tonight with my max mana, thanks.

<<TW, FR & Anther's Call

Fair enough, thank you for the explanation. I'm just a little sad those of us who hunt indoors will never be able to enjoy them outside of invasions. Out of curiosity, in the end what spells had their environmental factors changed?

Again, really like how 3.0 is shaping up so thanks for all the work behind the scenes.


-P

Luck is nothing more than opportunity meeting preparation.
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Re: Assessment on 11/30/2012 07:12 AM CST
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>Tailwind

I don't know, it's more than possible to move a ton of air indoors in a concentrated stream, it just takes more effort. Any chance of slapping a penalty to it and the. Allowing the spell to be cast indoors, to symbolize the extra effort?

I guess I don't personally see a big deal with allowing spells to be cast in 'strange environments'. I mean, if a MM is flinging TKS around like a toy, clerics are calling up bubbling spirit magma, and Necros are perverting the nature of the very world with zombies/mudmen, what's the big deal about allowing FR to work, or just rewriting the spell messaging? I think it's silly to restrict elemental spells for, of all things, flooring, when in reality we aren't interacting with the rooms with any other major spells anyway.


Adding nothing to the conversation since 1834.
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Re: Assessment on 11/30/2012 08:52 AM CST
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While I try to keep my thoughts on interacting with the environment pretty loose... like you said we dont do that for the most part. At the same time Id rather there be at least some semblance of continuity. Now if say the spell message was changed so that the mage was opening a rift into the fire plane and the "fire rain" that came through was just a natural part of that plane... that would work better for using it indoors. But even if not I still find there are enough choices in the WM spellbooks to keep me interested (except for the sad lack of ice TM.. makes my water/ice mage a bit lackluster) even if I cant use a couple spells due to the environment.

~Tezirite Renzar Lorrani

"Power is merely a stepping stone to more power."
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Re: Assessment on 11/30/2012 09:31 AM CST
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I've always kind of viewed the 'area restrictions' on WM spells as thematic, similar to moon mages and their time based mana.

Sometimes spells are easier to cast because of the area/weather, sometimes they're (or at least should be) harder, not necessarily impossible.


TG, TG, GL, et al.

"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors."
-Raesh
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Re: Assessment on 11/30/2012 10:44 AM CST
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water spells don't freeze you under water, and actually work now
electricity still causes that shocky thing and like no damage
fire and air snuff underwater
I didn't check all the earth spells, but ss didn't work in water since it was too deep
CL still works indoors(though i thought it was more LB at multi targets now, then a multi multi net of lighning thing)

mostly the same except water working

Tremor doesn't work, but you could use TC, and if they're undead I guess Ip or ANC. ANC should still work most places?

RT and stuns from IP, ANC, and TC seemed about the same on PC's. 13 seconds or so.
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Re: Assessment on 11/30/2012 09:10 PM CST
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>>I don't know, it's more than possible to move a ton of air indoors in a concentrated stream, it just takes more effort. Any chance of slapping a penalty to it and the. Allowing the spell to be cast indoors, to symbolize the extra effort?

Its not that it takes more effort, its that its significantly more dangerous. If you more a large amount of air in a concentrated stream quickly inside of a house you can literally pop the windows and doors off.

Air thats moved must be taken up by some sort of matter, usually more air. This is why its "circulation", if its not replaced as quickly as you move it will create a vacuum and move it for you, along with everything else, this can cause indoor torndados too depending on size and speed of air moved. Small concentrated streams can be moved safetly but won't really affect something like archery.

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