Improving Afflictions

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grapes
Posts: 18
Joined: Sat Feb 26, 2005 1:14 am

Re: Improving Afflictions

Post by grapes »

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LOL idea exel seeds and ambers will give you 275 in PR, jungle and lake.


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275 resists = 50% chance... like you said. To get good resists AND protects you must use supremes.






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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?? *********

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Mob abiiltes are not the same as player spells. This as far as i can tell is on purpose. For example Kipees can and always have been able to stun for much longer time than the equivalent spell effect. There are also certain elemental mob attacks that do not get reduced by protects.

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********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??*****

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Because the game mechanics are not meant to be fair against mobs.

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Is it really the master affys fault that others don’t understand how jewels work??
The truth is Fear wasnt bugged in PvP.

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Like i previously pointed out jewels where not effective against fear spams.
Dont try to tell me that isnt true either, cause you know it is. That is why there is so much complaining and that is why everyone considers this patch a "nerf" on afflictions.

IF the real concern here is the affliction effect on mobs, then why not suggest a reversal for mobs only? Seems to me this solution would maintain PVP balanced, as well as quell all those complaints about not being able to defend against aggro.
hemera
Posts: 146
Joined: Sat Feb 03, 2007 2:38 pm

Re: Improving Afflictions

Post by hemera »

Protections have nothing to do with affys you don’t need sup mats at all.


Mob and player mechanics have been the same for the fear spell for a long time.

Never had a problem with anyone spamming fear on me in PvP, you may have because you don’t have PvP jewels.

Why does the rest of the community have to suffer for the benefit of few that complained??

Yes not being able to fear mobs and get away is the biggest problem now. All because the few that wear choice jewels into PvP get chain feared and complain.

Why can’t i chain fear people if put the time and effort in to master affys??

Very unfair for the master affys who spent the time to master the skills and they get there skill turned into a joke.
I really don’t blame the large majority of players for leaving since the last patch.

The only people saying these skills are a joke now are the master's in affys not some noob who likes to spam level 10 fear.
hemera
Posts: 146
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Re: Improving Afflictions

Post by hemera »

So if we fear a herby to make it go away with aggro that its dragging onto us, we have to stay linked so it goes to a safe distance and when it walks past its social friends we get more adds....

Thats the biggest joke.
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zarozina
Posts: 354
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Re: Improving Afflictions

Post by zarozina »

grapes wrote: ---------
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.

Excuse me? No it isn't. Many teams simply don not have room for afflictionist levelling, either because they don't want the extra body sucking up XP or because they don't have sufficient ppl around that level to sacrifice someone healing so they can level affy. As for asking around I already mastered OA almost 2 years ago and have been not far from master DA for the same amount of time. As for soloing affys, well ... ovbiously you need to ask around. Sure you can use enchants and hope to get a hit while you whack a mob with your good ol 2h axe, leeching minimally from your own XP the whole time, or you can stand around like a lemon for 5 minutes while a mob kills itself. Easy? If by easy you mean frustrating, time-consuming and slow, then sure, it's a piece of cake. It takes a lot of time and effort compared to the more traditional combat skills.
grapes 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.
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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.


If you say so.
grapes wrote:----------------------
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.

Seriously? Who has time at an OP to stand around spamming fear at someone? PvP situations are fluid. If someone is affy spamming you, then move. If you are affy spamming someone for more than a few attempts then you are wasting time. If you are affy spamming someone so you can run away from getting ganked, then all power to you and tough cheese to the ganker. Affies are not a get-out of jail free card whether against players or mobs, but defensive afflictions in particular are just that: Defensive. If they are no longer effectively defensive then they are worthless. Sleep has been worthless since its inception. Now fear is little better, ditto Root. The small delay on the end of the effect is WHAT MADE AFFIES EFFECTIVE, just like the fact that your target lies down on the ground after you nuke it. If you haven't figured that out, I suggest you ask around
3:1, 2:1, 1:1 ... probability factor of one to one; we have normality. I repeat: we have normality. Anything you still can't handle is therefore your own problem.


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grapes
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Re: Improving Afflictions

Post by grapes »

zarozina wrote: Excuse me? No it isn't. Many teams simply don not have room for afflictionist leveling, either because they don't want the extra body sucking up XP or because they don't have sufficient ppl around that level to sacrifice someone healing so they can level affy. As for asking around I already mastered OA almost 2 years ago and have been not far from master DA for the same amount of time. As for soloing affys, well ... ovbiously you need to ask around. Sure you can use enchants and hope to get a hit while you whack a mob with your good ol 2h axe, leeching minimally from your own XP the whole time, or you can stand around like a lemon for 5 minutes while a mob kills itself. Easy? If by easy you mean frustrating, time-consuming and slow, then sure, it's a piece of cake. It takes a lot of time and effort compared to the more traditional combat skills.

To solo Afflys do the following:
1. Create an elemental enchant of LOWER level than the affly you are soloing
2. Enchant amps with it
3. land 1 affliction on mob
4. kill mob with enchant

Using this method you can gain around 10lvls an hour. And get around 3k XP per kill
The enchant MUST be of lower level than the affliction skill otherwise your XP will be nerfed.

Using the method i describe it is neither frustrating nor hard to level Afflys. Sap xtals are boring to make, but that is the price you pay for soloing a skill.





zarozina wrote: Affies are not a get-out of jail free card whether against players or mobs..
Not anymore they aren't.
hemera wrote: Protections have nothing to do with affys you don’t need sup mats at all.
Protections are essential in defending against nukes. Any half decent PVP jewel set will have good resists and protects.


hemera wrote: Never had a problem with anyone spamming fear on me in PvP, you may have because you don’t have PvP jewels.
Nice assumption :P
hemera wrote: Very unfair for the master affys who spent the time to master the skills and they get there skill turned into a joke.
The skill isn't a joke, its still very usefull.
hemera wrote:
I really don’t blame the large majority of players for leaving since the last patch.
I doubt anyone left soley because of the change to afflictions, and if they did i'm sure its not many. I've seen many more new people lately, my feeling is that by introducing new changes to the combat system that makes it more balanced, we might be able to retain more players than in the past.
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gcaldani
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Re: Improving Afflictions

Post by gcaldani »

Grapes, seems you still trying to argument with people that still wanna consider afflictions as a solo skill while they are obviously a team oriented skill. You are wasting your time.

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hemera
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Re: Improving Afflictions

Post by hemera »

gcaldani wrote:Grapes, seems you still trying to argument with people that still wanna consider afflictions as a solo skill while they are obviously a team oriented skill. You are wasting your time.
coming from someone who spends all his time digging in loria....with a alt.
hemera
Posts: 146
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Re: Improving Afflictions

Post by hemera »

grapes wrote:To solo Afflys do the following:
1. Create an elemental enchant of LOWER level than the affly you are soloing
2. Enchant amps with it
3. land 1 affliction on mob
4. kill mob with enchant

Using this method you can gain around 10lvls an hour. And get around 3k XP per kill
The enchant MUST be of lower level than the affliction skill otherwise your XP will be nerfed.

Using the method i describe it is neither frustrating nor hard to level Afflys. Sap xtals are boring to make, but that is the price you pay for soloing a skill.
You still need a healer and you can do that with anyskill.
Getting to 250 still takes a months.
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gcaldani
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Re: Improving Afflictions

Post by gcaldani »

hemera wrote:coming from someone who spends all his time digging in loria....with a alt.
My alt do nothing, he is lvl 10 harvest and don't have any careplan action. He is in water only to rez me in case i don't dodge fijoo enough.
Actually I play the game and I'm not interested in cheating.

Your answer means nothing.

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blaah
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Re: Improving Afflictions

Post by blaah »

gcaldani wrote:Grapes, seems you still trying to argument with people that still wanna consider afflictions as a solo skill while they are obviously a team oriented skill. You are wasting your time.
affys are not team oriented skill. they waste of time.

i'm teamed all the time.... with my alt ;-) . both near masters (if already not) in melee/nuke/heal/whatnot. i'm at least lvl 200 in both affy.

before, i could fear that multiple aggro in any zone and get out to safe / rez alt. now i dont even try because (this is the best part ;-) mob (kinchers mostly) usually runs in circles in 50m radius when feared and because you need link, mob is attacking you in the second link breaks.

affys also need one dedicated affy caster per mob, who could be swaped to nuker because it's safer that way.

devs either need to remove the link entirely and make each old link spell last a while (based on skill vs target) or make link break _only_ when mob reists it (allow multiple links and running and range more than 50m).

to see if affys are useless or 'just fine', you cant 'test' them solo or in lab conditions. real situations is which shows if affy is useful or useless. like tank is breaking, cast fear to buy some time... bummer, it hit, but did not link. you both dead, should of continued healing/nuking
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