arfindel wrote:
Not sure if I am right but I have always felt that afflicters (in pvp) were the pair of ranged proffessions. Both very very slow to grow up, both very complex, both deadly but also both keeping the performer pretty defenseless.
I've had a love-hate relationship with afflictions since day one and, due to the several tweaks, re-balances, additions, bug fixes and changes in general, afflictioners such as myself we have suffered the so -called "Nevraxian Pendulum Effect" (NPE, to be added to the acronyms list) i.e., ranging from << extremely useful due to bugged implementation>> (e.g. blind on kiban) to << I apologize for being such an XP leech everytime I land a stun, and I am grateful because being in this team seems to be the only way to raise DA past 235...>>
Several people have written about potential improvements, and they are all worth considering. This applies both to PvE and PvP.
It is reasonably clear that, for some specific PvE configurations, afflictions are good. Blind on cutlers, jugulas, stun on kipees, helping low level melees in heterogeneous teams to land at least one hit (nothing more frustrating to a meleer than to miss 3 times to realize that the glasscannons have pulverized the cuttler) -- I am not stating nothing new here, it is common knowledge --, provided of course that maximizing the amount of xp per player per unit time was not your ultimate goal-
In PvP, it's a different story. Due to a (shameful) amount of invested play-time, it happens that I clicked enough times so (no particular player-skill here) I was a relatively high level mage in several disciplines, including afflictions and fortunately with extremely good gear. During a period where this difference could be perceived (again, not showing off, nothing that deserves being proud off) such as Ep 2, it was useful, fun, and to some extent, an enabler for a more varied strategy. When, as natural, level differences dissappeared, good gear was made more available and player community got homogeneous, afflictions became the readheaded step-child of magic, deserving a revamp -- cfr. my post about PvP rant -- there are too many factors (factors out of control pf the player and left for the randum number generator): my level, my stanza settings, the chance that I fail the cast, the natural resistance of the target based on the level delta, the effects of jewels, if the spell actually lands, the duration of the link, during the duration of the link, whether the spell had the effect or not (e.g. a mad target does not necessarily hit himself) and all this subject to the caster staying still...
However, other than the need for tweaks, one of my best memories was a team -vs- team prime roots battle (IMHO one of the best PvP team battles I have been involved in *ever* in Ryzom) Sinful, Lathaniel, Booster, Themac, Yours truly against Brithlem, Morgaine, (Infinities) etc. -- (sorry memory is not serving well). I basically afflicted. In later conversations, they called me "Fearnissa"

) and coming from those guys it was rewarding and satisfying. In short, afflictions make magic richer, varied, fun, and enable some strategy, provided that some balance is done. As they are now... it would be worth checking again, with the new elements : equally leveled players, jewel and natural-race resistances, etc.
Thanks for reading,
Ani