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Re: Improving Afflictions
Posted: Fri Jul 10, 2009 8:20 pm
by grapes
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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.
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Let me just say all experienced players know there are multiple bugs that have been around since the dawn of time so to speak. I dont want to go into details but suffice is to say there are things in the game that are clearly bugs and should not be allowed, yet they still have not been fixed. So actually the "Cover Story" is very believable and I have no reason to doubt it.
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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
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Let me point out that the current system does give you an EDGE in PVP. I think most people are annoyed because its not an automatic WIN like the old system did. I doubt the devs intended to punish all Affly Masters. Rather they wanted to get rid of an exploit. If you feel like you are being punished, you probably were relying too much on afflys to begin with. Change your tactics, adapt. Who knows maybe you'll have fun while your at it.
Re: Improving Afflictions
Posted: Sat Jul 11, 2009 6:32 am
by hemera
grapes wrote:-----
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.
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Let me just say all experienced players know there are multiple bugs that have been around since the dawn of time so to speak. I dont want to go into details but suffice is to say there are things in the game that are clearly bugs and should not be allowed, yet they still have not been fixed. So actually the "Cover Story" is very believable and I have no reason to doubt it.
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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
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Let me point out that the current system does give you an EDGE in PVP. I think most people are annoyed because its not an automatic WIN like the old system did. I doubt the devs intended to punish all Affly Masters. Rather they wanted to get rid of an exploit. If you feel like you are being punished, you probably were relying too much on afflys to begin with. Change your tactics, adapt. Who knows maybe you'll have fun while your at it.
So a vorax that fears you and keeps attacking you while you cant do anything is a bug now??
Use madness on a vorax it fears itself runs more then 90m away then come's back when its own fear has worn off bug as well??
The only spell that was nerfed was fear, beacause too many players that don’t understand the game mechanics complained instead of getting jewels that gave them 270+ in pr resist.
Those players should get some jewels that give 275+ in PR, resist more then 50% of fear... jewels for the win...
Jewels resist fear in pvp not the skill level which they are using.
Re: Improving Afflictions
Posted: Sun Jul 12, 2009 2:45 pm
by dnycran
The real "bug" or "issue" if you want it that way with afflictions was (and still is) that level 30s will use 250-enchants. This effectively makes levelling up afflictions a joke. It is also something that was greatly unfair in OP battles.
This was somewhat "fixed" by making afflictions weaker, but in my opinion, the wrong end was fixed. Rather than nerfing afflictions down, item enchants should have been made less trivial.
Something like giving an enchant a percentage chance to permanently ruin the item it is applied to, for example. Or, having the creation of an enchant crystal use up some kind of limited resource, for example a stack of cats of equal or higher level. Anything that makes enchants less of a no-cost throw-away thing to give anyone unlimited power without having to spend anything and without having to level anything either.
As for links, I'm not sure I ever understood them anyway. While I can see how fear would need a link, stunning someone/something isn't something that really involves mind control at all, in my opinion. In this sense, "stun" should be more understood in the sense of "mez".
The same goes for sleep, once I've forced someone to go to sleep, there's no reason why he should wake up only because I'm not actively controlling him.
Re: Improving Afflictions
Posted: Mon Jul 13, 2009 9:37 am
by hemera
dnycran wrote:The real "bug" or "issue" if you want it that way with afflictions was (and still is) that level 30s will use 250-enchants. This effectively makes levelling up afflictions a joke. It is also something that was greatly unfair in OP battles.
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A good set of PvP jewels will resist over 45% of those affys enchants... even if it’s not PvP jewels you can get a excel dig mats set which will give you 275 + in PR which is what you need
dnycran wrote:As for links, I'm not sure I ever understood them anyway. While I can see how fear would need a link, stunning someone/something isn't something that really involves mind control at all, in my opinion. In this sense, "stun" should be more understood in the sense of "mez".
The same goes for sleep, once I've forced someone to go to sleep, there's no reason why he should wake up only because I'm not actively controlling him.
You still don’t understand links... if players afflictions have been turned into a joke, why didn’t they do the same to mob affys - vorax ----fear---- attacks while your feared and can’t use any actions. Kidinak --- sleep--- attacks while you stand there and can’t act.
The funny thing out of all of this is that stun now has a longer lasting effect then fear.
*********IF player’s affys were bugged then why a vorax’s fear isn’t be counted as a bug?? *********
********The same Mechanic’s apply to both player and mob skill, a vorax can chain fear and kill a 250 melee easily, so why can’t a player do it to another player in PvP??*****
Is it really the master affys fault that others don’t understand how jewels work??
Re: Improving Afflictions
Posted: Mon Jul 13, 2009 10:41 am
by zarozina
Totally agree with Nit, Kil et al. Affys were fine the way they were.
You scare something so badly it runs for its life then suddenly its not scared any more because the link breaks? A couple of seconds for them to "come to their senses" is not unresonable imo. The emphasis here is that fear is a DEFENSIVE affliction. If you can't use it to defend yourself effectively then it's broken. How many times have I feared a mob so it runs far enough that i can get at least one other of my team up in a bad situation. I don't remember anyone complaining that THAT was an exploit.
And what Nitro just said regarding vorax/kidis: /signed
Sleep - never used it never will, except when I was forced to use it on Plods. The idea at the start of this thread is very similar to what Frappi was saying IG the other day. It shouldn't need a link OR if there was ever a case for effects lasting AFTER the link breaks then that is most definitely it. As it is it is a totally useless spell except as a means of levelling affies in plod/kincher teams.
A lot of ppl spent a lot of time trying to find teams to level these, leeching XP from friends to no obvious immediate benefit in the knowledge that the end justifies the means, only to have the end suddenly less justified and the effort a lot less worth it. Devs have fixed lot of things recently - range combat, 1h combat (twice) so that they work better and more benefiially to the skill user. Why have they done the reverse here and made a hard earned skill more beneficial to the target? Even as a master OA, it usually takes a number of casts in a PVP situation before I manage to establish a worthwhile link on someone trying to shoot me and who hits every time, more or less. Why shouldn't I get a little kicker at the end of my link considering that compared to guns and nukes, the hit rate is so much lower.
Re: Improving Afflictions
Posted: Tue Jul 14, 2009 4:35 pm
by grapes
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A lot of ppl spent a lot of time trying to find teams to level these, leeching XP from friends to no obvious immediate benefit in the knowledge that the end justifies the means
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Soloing affly's for the first 150-200 lvls is easy, after mastering nuke, and if you havent figured out how to i suggest you ask around.
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The real "bug" or "issue" if you want it that way with afflictions was (and still is) that level 30s will use 250-enchants.
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That in fact is NOT how it works. A level 30 OA casts at level 30 regardless of whether his enchant is level 250 or not. If you are a low level player using a high level OA enchant you are wasting sap XTALs.
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Those players should get some jewels that give 275+ in PR, resist more then 50% of fear... jewels for the win...
Jewels resist fear in pvp not the skill level which they are using.
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Now, let me point out here that under the old system with 50% resist, 1 out of 2 fears would land. Once you land once however, the opponent would not have a chance to recover since casting time is 1.4 seconds. so by the time the opponent recovered he would be feared again. Essentially on average you can hold fear on someone indefinately under the old system. This is the issue, and the reason why it was changed. It would be even worse for players who didnt have all the boss mats necessary to make a good set of PVP jewels.
Re: Improving Afflictions
Posted: Tue Jul 14, 2009 6:56 pm
by alarena
Now, let me point out here that under the old system with 50% resist, 1 out of 2 fears would land. Once you land once however, the opponent would not have a chance to recover since casting time is 1.4 seconds. so by the time the opponent recovered he would be feared again. Essentially on average you can hold fear on someone indefinately under the old system. This is the issue, and the reason why it was changed. It would be even worse for players who didnt have all the boss mats necessary to make a good set of PVP jewels.
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Hijati reporting in----
Well you would almost never land 2 links in a row if you have 275 PR resist and even if you did your team should be nuking the afflictionist anyway...its all about coordinating your people in PvP they should know who is attacking you and vice versa with them so you can effectively work together. I have never had an issue, while wear my EXCELLENT QLTY JEWELS during pvp, with fear. It doesnt take much to get you good jewels and there are like 3 bosses that drop qlty 210 jewels that you can mix and match for an alright set just to go and mess around in. So you dont need boss mats to make a good set of PvP jewels...you need boss mats for a GREAT set of PvP jewels...a good set will set you back a few excellent and sup mats. I probably have about 10 sets of jewels that I keep for different occasions...you dont need that many but i like to switch them out for the maximum benefit. Just take the time out and learn what you need for different situations...the most common is vorax...you need PR resist...but then different plants use different attacks...gibbai's have cold attacks...mobs with poison attacks...so you just need to spend more time exploring and talking to crafters they should have recipes for different races that will work for you with cheap mats.
Re: Improving Afflictions
Posted: Tue Jul 14, 2009 7:19 pm
by grapes
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You would not need to land 2 links in a row.....
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All you needed to do under the old system is spam fear spells as fast as possible. The "recovery time" would make up for the spells that where resisted. In fact you could load up an enchant with a level 10 fear(giving you about 80 casts per sap load) and spam fear twice as fast. No need for creating links then.
Re: Improving Afflictions
Posted: Tue Jul 14, 2009 10:00 pm
by hemera
grapes wrote:
Now, let me point out here that under the old system with 50% resist, 1 out of 2 fears would land. Once you land once however, the opponent would not have a chance to recover since casting time is 1.4 seconds. so by the time the opponent recovered he would be feared again. Essentially on average you can hold fear on someone indefinately under the old system. This is the issue, and the reason why it was changed. It would be even worse for players who didnt have all the boss mats necessary to make a good set of PVP jewels.
LOL idea exel seeds and ambers will give you 275 in PR, jungle and lake. people like you who have no clue cause skills to be nerfed.
Answer my questions grapes :
If players afflictions have been turned into a joke, why didn’t they do the same to mob affys - vorax ----fear---- attacks while your feared and can’t use any actions. Kidinak --- sleep--- attacks while you stand there and can’t act.
*********IF player’s affys were bugged then why a vorax’s fear isn’t be counted as a bug?? *********
********The same Mechanic’s apply to both player and mob skill, a vorax can chain fear and kill a 250 melee easily, so why can’t a player do it to another player in PvP??*****
Is it really the master affys fault that others don’t understand how jewels work??
The truth is Fear wasnt bugged in PvP.
Re: Improving Afflictions
Posted: Tue Jul 14, 2009 10:07 pm
by hemera
grapes wrote:
All you needed to do under the old system is spam fear spells as fast as possible. The "recovery time" would make up for the spells that where resisted. In fact you could load up an enchant with a level 10 fear(giving you about 80 casts per sap load) and spam fear twice as fast. No need for creating links then.
level 10 fear had no effect on a 250 player, you couldnt hit more then once in 20 enchants.