Please un-nerf magic resist rates.
Posted: Thu Nov 04, 2004 2:42 pm
Right now as the game stands, I cannot play my magic user without exploiting creature AI.
My skills are:
Defensive Magic: 50
Offensive Affliction: 82
Elemental Magic: 79
Before the patch I could do the following:
Cast fear at a mob to draw aggression.
Shoot it while it was comming in.
Cast fear again before it got to me.
If I was resisted, I would use either fear or blind in my amp.
If that was resisted, I would take a couple of max damage hits in the rump while I waited to use amp again.
Rinse/repeat.
Now, I don't know how many of you attempt to solo magic above level 50 or so, but its not an easy task even using the combination of fear/blind to keep you from getting pounded in the rear like a prison inmate. I had many deaths doing this because sometimes things just wouldn't go right. Now after this latest patch however, I find that I cannot even come close to soloing within the normal rules of the game.
Every single fear spell I cast is resisted because the mob I am fighitng is generally closer to my elemental magic than my defense. If I try to fight lower level mobs, it won't matter because both skills will level at the same rate, hence my defensive magic will always be lower than my elemental magic. The only way for me to fix this is to group and cast my puny heal spell on people. I'm sure that going to go over well with pickup groups.
Also, because of the changes to blind, I find myself without a spell that gives me the 2-3 seconds I need to either cast another fear, or start running away if something gets too close to me. Blind now only lasts a milisecond it seems if you don't establish a link, and it doesn't really do that much to keep stuff from hitting you when you're casting (they seem to get an insane bonus to hit any caster).
Because of this patch I basically have a character that I built for solo play, being forced to group in order to advance at all.
I don't understand why the developers over-reacted like they did with this patch. There was one problem that was causing people to level really quickly and that was blind. Even then the only *real* problem with blind is that it reduced an enemies defense to 0. Trust me, there is no way an entire group could kill something 30-40 levels higher than it if its defense wasn't set to nill. You would run out of stamina/sap long before you got that creature dead. The "not getting hit" part was nice, but it wasn't the part that allowed people to level so quickly. Not getting hit doesn't kill things faster, doing maximum damage every time and not missing definately does.
Anyway, unless they fix these spell resist rates so that I can atleast use my fear spell again, I'm basically going to either have to resign myself to only being able to play with other people or to being a melee fighter full time. There needs to be some sort of balance between the magic skills because quite frankly you need spells from every line in order to be successful. Now how far up that line you want to go should give you further advantages, but not being able to use a spell that you bought *at all* is completely stupid.
I know about 80% of the people who play this game are melee fighters (probably because its easier, or atleast was...) so maybe they are not aware of how painfully slow it is to solo a magic user. Once u get past the point where you can shoot something dead before it reaches you, you need to have a much wider variety of abilities to survive. I have those abilities... they just aren't working at all anymore and nothing was given to me to replace them. I don't need to be turning mobs 50 levels higher than me into big fat XP cows, but I definately >do< need a way to gain a modest amount of XP using my chosen profession.
Anyway, I mentioned exploiting in the first paragraph... and thats what I've resorted to doing in order to work off death penalty I get from stuff killing me in 2-3 hits. Essentially the new monster AI is complete crap. If you can find a body of water to hide in you can get almost limitless XP with a high degree of safety. The way the mob AI works now they get "non interested" in chasing you alot faster and it resets their aggro. However it happens so fast now that mobs don't heal up very much before you are clear of their aggro and quite ready (and capable) to blast the crap out of them again.
I did this in winds of muse tonight a couple times before I got tired and decided to log, but I was getting 1500xp per kill with practically no risk of dying.
The idea that some developer thinks that this is more balanced than me using my fear/nuke/blind combo and risking death is completely unfathomable to me.
Later
My skills are:
Defensive Magic: 50
Offensive Affliction: 82
Elemental Magic: 79
Before the patch I could do the following:
Cast fear at a mob to draw aggression.
Shoot it while it was comming in.
Cast fear again before it got to me.
If I was resisted, I would use either fear or blind in my amp.
If that was resisted, I would take a couple of max damage hits in the rump while I waited to use amp again.
Rinse/repeat.
Now, I don't know how many of you attempt to solo magic above level 50 or so, but its not an easy task even using the combination of fear/blind to keep you from getting pounded in the rear like a prison inmate. I had many deaths doing this because sometimes things just wouldn't go right. Now after this latest patch however, I find that I cannot even come close to soloing within the normal rules of the game.
Every single fear spell I cast is resisted because the mob I am fighitng is generally closer to my elemental magic than my defense. If I try to fight lower level mobs, it won't matter because both skills will level at the same rate, hence my defensive magic will always be lower than my elemental magic. The only way for me to fix this is to group and cast my puny heal spell on people. I'm sure that going to go over well with pickup groups.
Also, because of the changes to blind, I find myself without a spell that gives me the 2-3 seconds I need to either cast another fear, or start running away if something gets too close to me. Blind now only lasts a milisecond it seems if you don't establish a link, and it doesn't really do that much to keep stuff from hitting you when you're casting (they seem to get an insane bonus to hit any caster).
Because of this patch I basically have a character that I built for solo play, being forced to group in order to advance at all.
I don't understand why the developers over-reacted like they did with this patch. There was one problem that was causing people to level really quickly and that was blind. Even then the only *real* problem with blind is that it reduced an enemies defense to 0. Trust me, there is no way an entire group could kill something 30-40 levels higher than it if its defense wasn't set to nill. You would run out of stamina/sap long before you got that creature dead. The "not getting hit" part was nice, but it wasn't the part that allowed people to level so quickly. Not getting hit doesn't kill things faster, doing maximum damage every time and not missing definately does.
Anyway, unless they fix these spell resist rates so that I can atleast use my fear spell again, I'm basically going to either have to resign myself to only being able to play with other people or to being a melee fighter full time. There needs to be some sort of balance between the magic skills because quite frankly you need spells from every line in order to be successful. Now how far up that line you want to go should give you further advantages, but not being able to use a spell that you bought *at all* is completely stupid.
I know about 80% of the people who play this game are melee fighters (probably because its easier, or atleast was...) so maybe they are not aware of how painfully slow it is to solo a magic user. Once u get past the point where you can shoot something dead before it reaches you, you need to have a much wider variety of abilities to survive. I have those abilities... they just aren't working at all anymore and nothing was given to me to replace them. I don't need to be turning mobs 50 levels higher than me into big fat XP cows, but I definately >do< need a way to gain a modest amount of XP using my chosen profession.
Anyway, I mentioned exploiting in the first paragraph... and thats what I've resorted to doing in order to work off death penalty I get from stuff killing me in 2-3 hits. Essentially the new monster AI is complete crap. If you can find a body of water to hide in you can get almost limitless XP with a high degree of safety. The way the mob AI works now they get "non interested" in chasing you alot faster and it resets their aggro. However it happens so fast now that mobs don't heal up very much before you are clear of their aggro and quite ready (and capable) to blast the crap out of them again.
I did this in winds of muse tonight a couple times before I got tired and decided to log, but I was getting 1500xp per kill with practically no risk of dying.
The idea that some developer thinks that this is more balanced than me using my fear/nuke/blind combo and risking death is completely unfathomable to me.
Later