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Old 01-11-2003, 09:16 PM   #1 (permalink)
Nikkohung You
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Slow, or the lack there of

This patch has brought many things and one thing that has really pissed me off, since i am a shaman, is a message telling me that my slow "your spell may not have had the intended effect". This brought me to believe my slow may have hasted the mob.Also, i recieved several other messages such has "partially effective" and "slightly effective" and finally, "mostly effective".

Now, the mitigation part does not bother me too much ive known as well as other that a lot of PoP mobs dont get fully slowed, but me hasting the mob is not something i like. Many reasons for this such as another person slowing a mob ive found to be hasted by slow to purposly try to have us be killed. Also, dont slow Agnarr at/past 25% health.

One of my main concerns is, why have a spell do the opposite of what it is suposed to be doing, no other class has spells like this. What if a Cleric's heal became a PC nuke or dot, or a chanters charm has "an effect other than what was intended" and the enchanter is charmed, or a bards selo was changed from fast run to ensare, and no from a patch. Or, what if a wizards spell had a chance at healing the mob.

Yes, slow has always been over powering in most cases, but having it actually haste a mob is very unintelligent and should be removed. What do you guys think?
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Old 01-11-2003, 09:30 PM   #2 (permalink)
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i call it a new twist.

learn and move on. this was always meant to be a dynamic game and while they can never fully satisfy everyone at least they are trying new things.

a clerics heal doing damage? or a damage spell healing? why not? under the right circumstance. D&D certainly allowed healing to do damage to undead. why shouldnt an ice comet heal an ice elemental? *shrug*

personally i wish EQ was a little less predictable. breaking down fantasy magic into nothing more than hard numbers makes it little more than an accountants dream.

i guess we're still years away from a truly living breathing world where magic is an ever evolving mystery; but to whine every time the devs actually try to spice up the game is getting old.

Last edited by Kaylum : 01-11-2003 at 09:33 PM.
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Old 01-11-2003, 09:40 PM   #3 (permalink)
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Old 01-11-2003, 10:08 PM   #4 (permalink)
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Originally posted by Awesome
I can only say 1 thing

That might be funny if it made any sense in the context of this thread. I agree with Kaylum though and think it would be interesting to have spells have unexpected effect in certain conditions to make the fights more interesting.
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Old 01-11-2003, 10:19 PM   #5 (permalink)
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Yes, you do have a point Kalyum, it would make it more interesting nad mayber better, but untill other classes have to deal with this with other spell lines its not fair. And, i mean, fair is what they are going for, hard to tell i know, but still they are shooting for it. I guess i could change my whine to "why dont other classes have this added twist".
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Old 01-11-2003, 10:34 PM   #6 (permalink)
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This is rediculous

PoP is already cockblock hell.

Allowing one guild to totally screw another over by HASTING THE MOB is rediculous. Not to mention Slow is already nerfed beyond belief with the introduction of slow-mitigating 1 minute fights (slow is enhanced by a longer fight, not a 1 minute zergfest).

Shamen received no upgrade to slow in 14 levels and now all of a sudden we get a downgrade. As overpowering as it is, CH never has and never will kill a tank. However, our prime spell, slow, will wipe a raid.

With the disease counters its also impossible to remove from the mob. Thanks for making the most idiotic addition to the game, ever.
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Old 01-11-2003, 10:47 PM   #7 (permalink)
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It's just another step in finding out the strategies for a mob.

When you go up against a mob for the first time you've always learned about it's AE's, max hit, hit points, resists, rampages, flurries, whether he calls other mobs to his side, spells he casts, whether he heals, quads, doubles, triples...

Now you just learn about which slow to use as well. It sucks that the mob can be hasted by a slow, but after the first fight(which most guilds fail anyway) you'll learn which ones not to use. It's the same concept that's been around EQ since the Nagafen and Vox days.
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Old 01-11-2003, 10:49 PM   #8 (permalink)
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You could haste a mob to cockblock?...would your enchanter get a new asshole chewed if he walked up and tried to use SoS on an uber? Anyway, that's an easy fix: make the mob dispell all attack buffs be they positive or negative. Problem 1 solved.

Make heals heal a random amount in between X and Y, the better heal heals anywhere between Y and Z, which would also allow for different styles of healing. A big heal could have a chance of doing crappy numbers, while a conservative heal won't do as much but won't lose as much...cheal is unsolvable problem considering the game is based off using that spell. Can't solve #2 =)

Problem #3: What you lookin at nigga just really doesn't make sense on that pic. If the baby was like "i pwn j00" or something...

Healing zombies tore ass. I remember in Final Fantasy 3(6 or something if you use japanese count) the old sage could rip undead when you first got him that way! Fuck lit-1 and fir-1...bonus damage could be cool, and expected in the next wave of fantasy MMOs. EQ is too old to bother with it now. The coolest thing in Baldur's Gate 2: SoA was that demon down in the ancient temple underneath the city(for the Helm quest or something) that you had to cast a heal on and not whack...I actually fought the avatar of Bane at the end of Icewind Dale 2 with the healing sword I found expecting that was how you wounded it, until I saw it wasn't. You just beat the royal hell out of him until he died...slack.
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Old 01-11-2003, 10:51 PM   #9 (permalink)
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Though just a question;

If you haste a mob through slow with, say, Turgur's.. will you be able to overwrite it with a lower level one? Or will it count as Turgur's being on it and won't overwrite?
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Old 01-11-2003, 11:40 PM   #10 (permalink)
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and the enchanter is charmed
hey thats a good idea to balance risk versus reward with charm a little.I am not saying i want charm nerfed but if it gets nerfed i would prefer a nerf like that.Would make it more fun
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Old 01-12-2003, 12:37 AM   #11 (permalink)
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Quote:
When you go up against a mob for the first time you've always learned about it's AE's, max hit, hit points, resists, rampages, flurries, whether he calls other mobs to his side, spells he casts, whether he heals, quads, doubles, triples...
Yes all that is true, but that is always going to be like that and wont change from spawn to spawn, this slow landing hasnt had much consistency for me. When it has consistency and i can add in a chart on my UI for easy reference than i'll be able to adapt much better.

Also, why the fuck am i getting the hell beat out of me for hasting the damn mob, that bitch should love me.

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Make heals heal a random amount in between X and Y, the better heal heals anywhere between Y and Z, which would also allow for different styles of healing. A big heal could have a chance of doing crappy numbers, while a conservative heal won't do as much but won't lose as much.
I would bet my account that that wont happen anytime soon, if ever.

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If you haste a mob through slow with, say, Turgur's.. will you be able to overwrite it with a lower level one? Or will it count as Turgur's being on it and won't overwrite?
No, you will not be able to overwrite it with a lower level one. I hasted a BoT giant w/ Turgur and tried to Tigir it and my spell would not take hold, nor could i remove Turgur with cancel magic due to disease counters. Also, fyi you cant cure disease a mob i hope you all already knew this.
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Old 01-12-2003, 01:20 AM   #12 (permalink)
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This is so much more fun and cool than say, making the mob unslowable...

It's probably something they fucked up and turned into a 'feature,' why would they ADD something to the game that lets you easily grief another raid when they put the disease counters on in the first place to prevent it?
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Old 01-12-2003, 02:27 AM   #13 (permalink)
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What fucked is we assumed that it was the old haste bug, so we used a lower level slow thinking it would work. Instead of quadding and rampaging every second, it was more like a second and a half, so we figured it was working.

In short, we managed to get him to 30% with a 50% haste on... ouch?
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Old 01-12-2003, 03:48 AM   #14 (permalink)
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Originally posted by Nikkohung You

I would bet my account that that wont happen anytime soon, if ever.
I didn't mean in EQ =) in future games. I think it would make a game a lot less predictible with unpredictable heal numbers. Wouldn't devolve into DPS counting and min/maxxing or whatever...as badly.

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Old 01-12-2003, 07:33 AM   #15 (permalink)
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I agree with Kaylum though and think it would be interesting to have spells have unexpected effect in certain conditions to make the fights more interesting.
This isn't something new. Remember CoH summoning mobs instead of players?
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