Anti Stun: In Combat 3.0 stuns will be less common place. I think Anti Stun as a spell becomes a bit moot with that in mind, its already pretty fringe (PvP). Would love to just see this as an effect of our new unique skill that is coming in, drawing from a 'pool' that counter acts negative effects and critical damage.
Crusaders Challenge: This seems better as an ability than a spell. It only effects monsters, not players, and seems like natural charisma/tactics, ala Lead, not a magical effect.
Spells that I think could go away in 3.0 on 11/17/2012 12:15 AM CST
Re: Spells that I think could go away in 3.0 on 11/17/2012 03:06 PM CST
Re: Spells that I think could go away in 3.0 on 11/17/2012 04:00 PM CST
Huh?
http://elanthipedia.org/w/index.php/Combat_3.0#Stuns
<<
Stuns
Stuns will be less frequent in general, although certain attack types (slam, pummel) will have an increased chance to stun among their pros. In addition, a "new" (old, but invisible) weapon stat (Force of Impact) will be used in conjunction with strength and suitability as the primary determining factor for the chance of stunning. In other words, weapons that are traditionally inaccurate and poor at parrying may very well have a higher chance to stun (although this is highly weapon dependent).
In addition, we will be introducing some immunity timers to stun and similar effects. These timers will be fairly brief, but they will prevent a target from being perpetually locked down by stuns. If a new stun occurs while another is active, the overall duration of the old may be increased to match the new if the new is longer, but otherwise no stacking will occur. Example: A rat is stunned for 5 seconds. With 2 seconds remaining, it is stunned again for 6 seconds. Because 6 seconds is one second longer than the original 5, that 1 second is tacked on to the remaining 2 seconds. So it may be possible to increase stun lengths a bit, but once that stun runs out, a new one cannot occur until the immunity timer expires.[7]>>
So
1) Stuns less often
2) Some weapons/maneuvers will gain some stunning ability
3) Immunity Timers to stuns
I'm not sure how I could be reading it far more differently than you, but that to me amount sup to far fewer stuns in 3.0
http://elanthipedia.org/w/index.php/Combat_3.0#Stuns
<<
Stuns
Stuns will be less frequent in general, although certain attack types (slam, pummel) will have an increased chance to stun among their pros. In addition, a "new" (old, but invisible) weapon stat (Force of Impact) will be used in conjunction with strength and suitability as the primary determining factor for the chance of stunning. In other words, weapons that are traditionally inaccurate and poor at parrying may very well have a higher chance to stun (although this is highly weapon dependent).
In addition, we will be introducing some immunity timers to stun and similar effects. These timers will be fairly brief, but they will prevent a target from being perpetually locked down by stuns. If a new stun occurs while another is active, the overall duration of the old may be increased to match the new if the new is longer, but otherwise no stacking will occur. Example: A rat is stunned for 5 seconds. With 2 seconds remaining, it is stunned again for 6 seconds. Because 6 seconds is one second longer than the original 5, that 1 second is tacked on to the remaining 2 seconds. So it may be possible to increase stun lengths a bit, but once that stun runs out, a new one cannot occur until the immunity timer expires.[7]>>
So
1) Stuns less often
2) Some weapons/maneuvers will gain some stunning ability
3) Immunity Timers to stuns
I'm not sure how I could be reading it far more differently than you, but that to me amount sup to far fewer stuns in 3.0
Re: Spells that I think could go away in 3.0 on 11/18/2012 07:53 AM CST
Re: Spells that I think could go away in 3.0 on 11/19/2012 07:22 AM CST
>>Anti Stun: In Combat 3.0 stuns will be less common place. I think Anti Stun as a spell becomes a bit moot with that in mind, its already pretty fringe (PvP)
All they are doing in 3.0 is taking away some of the ridiculous abilities people have to stun far more than they should (i.e., stun-locking other people), and apparently making stuns in general slightly less common. Resisting stuns is still an important and powerful ability and should absolutely remain with the number one defensive guild. If you don't feel the spell is worth it to you, don't take it, but I sure wish I could.
Also, we should really only remove truly useless spells from our system, as they aren't doing any harm remaining as they are. You might be able to make an argument for reducing the slot cost of a spell, but there's no real point in arguing for removal.
-- Player of Eyuve
All they are doing in 3.0 is taking away some of the ridiculous abilities people have to stun far more than they should (i.e., stun-locking other people), and apparently making stuns in general slightly less common. Resisting stuns is still an important and powerful ability and should absolutely remain with the number one defensive guild. If you don't feel the spell is worth it to you, don't take it, but I sure wish I could.
Also, we should really only remove truly useless spells from our system, as they aren't doing any harm remaining as they are. You might be able to make an argument for reducing the slot cost of a spell, but there's no real point in arguing for removal.
-- Player of Eyuve
Re: Spells that I think could go away in 3.0 on 11/19/2012 02:40 PM CST
I believe in both suggestions in my original post I offered a new method for the same functionality to continue to exist. I did not say "make paladins worse", we already arnt in a good situation, but given how spells work I feel both spells make more sense as abilities, or maybe as functions of our new unique skill we are receiving. The utility of this spell simply seems to specific to remain useful when combat 3.0 is going to have a number of reductions to stuns, especially chain stunning with built in timers.
Re: Spells that I think could go away in 3.0 on 11/19/2012 08:29 PM CST
>>I believe in both suggestions in my original post I offered a new method for the same functionality to continue to exist.
Hmm, sorry, I think I missed your original post. I'll blame the fest.
However, my general feeling is that if it already exists as a spell, the GMs' development time is probably better spent elsewhere.
(And I do still think that an anti-stun spell would be useful, even in spell form.)
-- Player of Eyuve
Hmm, sorry, I think I missed your original post. I'll blame the fest.
However, my general feeling is that if it already exists as a spell, the GMs' development time is probably better spent elsewhere.
(And I do still think that an anti-stun spell would be useful, even in spell form.)
-- Player of Eyuve
Re: Spells that I think could go away in 3.0 on 11/19/2012 10:55 PM CST