Improving Afflictions

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ryudrago
Posts: 27
Joined: Mon Jan 09, 2006 3:35 pm

Improving Afflictions

Post by ryudrago »

I have read quite a lot of the last patch thread and also have seen the changes to afflictions ingame, so here are my 3 dappers on the subject.
I think instead of complaining we should make some good contributions how to improve the game.

It has been saif that the afflictions now work as intendet, and that the staying active after link-break was sort of a bug.
Well it has been a bug for years and many ppl see it as how the spells work, so maybe it is a fixed bug now, but how it worked was quite a nice thing too.
So why not put in a new stanza that puts this effect back in if wanted ?
Something like "Affliction doesnt link but effect stays active for x seconds" ranging the duration from 2 to 5 seconds depending on level ?
Ok, would have to put in some mechanics that this doesnt get abused, like only one affliction of every school can be time-active an a target, otherwise this would seriously influence pvp.

Another thing are the affliction double missles. Before the path they were a way to use the affliction spells to keep the mobs at bay. True affliction spells are team orientated, but if you are the main damage dealer and only have a healer in the team then rooting and doing damage would be a good thing to have. As the spells work now they are pretty much useless. What good does it to deal damage once and then have a link ? Other then getting xp into both skills these double missles are pretty useless now. Here the above stanza would work wonders. Or dont make the stanza but ad this effekt only to those double missles.
Another nice thing would be a double affliction missle (the fun factor would be great, i would laugh myself silly fear/rooting yubos and wathing them trying to run away enclosed in a root cage). Other then the fun factor DOT combined with an affliction would work great. Link would then count for both spells, if it breaks both break.

Last but no least i have played arround with concentration a bit and to me it seems that this stanza is pretty much useless now. I dont see a difference with or without it in my spells. Am i wrong there ?
sidusar
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Joined: Tue Dec 21, 2004 4:38 am

Re: Improving Afflictions

Post by sidusar »

Why so complicated? All we need is an affliction equivalent for the Direct Damage spells: Afflictions that do not link but simply hit and last a few seconds. (How many seconds would depend on what's reasonable for the affliction. Possibly only 1 second for stun, but up to 20 seconds for sleep.)

The last company was already planning to implement these "direct damage" afflictions for ranged fighting, but that idea was shot down by the players because they felt afflictions should stay in the affliction skills. So why not implement them as spells?

Also, finally give us those "healing over time" link spells while they're at it. :D
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acridiel
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Re: Improving Afflictions

Post by acridiel »

I´d love to see the "sleep" spell finally have some use and noticeable effect.

I mean, why even have it? When putting something to sleep is
a. next to impossible
b. is useless in a team, for once hit with anything else the link breaks, the MOB wakes up and resumes battle
c. is useless solo, for once the Link wears off, the MOB attacks.

So, what´s its use?

In every other P&P RPG "Sleep" is usually used to sneak by an opponent without him taking notice or at least gives enough time before he wakes to be out of sight (and mind for that matter).
And most importantly without the need to kill him. Here, even if a link is successfully placed on a MOB and every other party member is out of its aggro range, the caster is still in its aggro range.
So once the link wars off, the MOB awakens, it´s got to be killed nevertheless. So I could´ve just nuked it and spared myself the Sap expense for the link.

Ok, you could argue, that a humanoid might ask himself,"Eh, why did I sleep just now?" and look for a culprit IF he knows some magic.
But not an animal, like a gingo.

They simply lie down, snore while the party creeps by, and wake to simply return to their normal behavior. They don´t suspect.
They don´t think: "Ey, that Homin there just put me to sleep, let´s bite his ass off!"
That´s ridiculous.

So, finally get some sense into Sleep. ;) :D

CU
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michielb
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Re: Improving Afflictions

Post by michielb »

acridiel wrote:I´d love to see the "sleep" spell finally have some use and noticeable effect.

I mean, why even have it? When putting something to sleep is
a. next to impossible
b. is useless in a team, for once hit with anything else the link breaks, the MOB wakes up and resumes battle
c. is useless solo, for once the Link wears off, the MOB attacks.

So, what´s its use?

In every other P&P RPG "Sleep" is usually used to sneak by an opponent without him taking notice or at least gives enough time before he wakes to be out of sight (and mind for that matter).
And most importantly without the need to kill him. Here, even if a link is successfully placed on a MOB and every other party member is out of its aggro range, the caster is still in its aggro range.
So once the link wars off, the MOB awakens, it´s got to be killed nevertheless. So I could´ve just nuked it and spared myself the Sap expense for the link.

Ok, you could argue, that a humanoid might ask himself,"Eh, why did I sleep just now?" and look for a culprit IF he knows some magic.
But not an animal, like a gingo.

They simply lie down, snore while the party creeps by, and wake to simply return to their normal behavior. They don´t suspect.
They don´t think: "Ey, that Homin there just put me to sleep, let´s bite his ass off!"
That´s ridiculous.

So, finally get some sense into Sleep. ;) :D

CU
Acridiel
I agree sleep should not be a link spell but simply put a mob to sleep so that you can sneak past.
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michielb
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Re: Improving Afflictions

Post by michielb »

Affliction could use some rethinking so I'll give it a shot:

Why not link the Afflictions with the DoT's? As far as i know it is currently not possible to make a double missile combining a DoT with an affi why not just change that?
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hemera
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Joined: Sat Feb 03, 2007 2:38 pm

Re: Improving Afflictions

Post by hemera »

ryudrago wrote: It has been saif that the afflictions now work as intendet, and that the staying active after link-break was sort of a bug.
Well it has been a bug for years
Do you really think for year's Mind lord's had been able to fear a 240ish+ mob in pr, link with it, then use a teleport, watch as the mob ran away then as it got back to within 5m as the master teleported out and recived no damage ---is truly a bug--- ?
grapes
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Joined: Sat Feb 26, 2005 1:14 am

Re: Improving Afflictions

Post by grapes »

Sounds like a bug to me.
Its ridiculous to think that the "fear" would continue working well after the link was broken. It that where the case, why have a link at all? A caster can then continously cast fears on the mob and have it permanently in a feared state. This is all fine and dandy when you are dealing with mobs, but when it comes to PVP its downright unfair. In the old system the first person to land a fear would win the duel.


Seems to me the new system is more balanced and sensible.


_ :P
killgore
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Re: Improving Afflictions

Post by killgore »

A MOB which is so afraid it runs as fast as possible away as soon as the link is broken recovers instantanously and attacks is normal? Methinks not. Something that is that afraid or stunned would in any real world take some time to regain it's composure/senses.The old way was far more realistic. Also the cover story that it now works "as intended" is hard to believe since it remained unchanged since launch and was never considered a bug-Kilgoretrout.
killgore
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Re: Improving Afflictions

Post by killgore »

Ps. If you think it's unfair in PvP spend the hours to lvl them. To punish those who Mastered affys because it gives them an edge in PvP would be like Making everyones skill equal to the lowest person in PvP "you can't use your 250 nukes because the person your fighting is only max skill 200". That's truly not fair to the person who invested the time to Master a skill.-Kil
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michielb
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Re: Improving Afflictions

Post by michielb »

Wow, and here I was thinking this was a place to discuss posible improvements to affies, silly me...
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