Page 1 of 2

Fear1/2

Posted: Sun Nov 07, 2004 10:24 am
by gaspode1
Hi all, post patch 1 & patch 1 fix it seems to me that fear 1/2 fail much more than they used to (the cast is successful but the target resists the spell). Has anyone else noticed this? Does anyone know if this is intentional or likely to get fixed in a later patch.

As things stand now I have stopped using fear & just nuke. I take less damage overall by not having failed fear spells taking up casting time.

Alternatively, are any of the spells like root, sleep, madness having a better success rate than fear. If so, I may switch to one of them rather than taking fear3 when it becomes available to me.

Any thoughts/advice would be gratefully received.

Re: Fear1/2

Posted: Sun Nov 07, 2004 10:29 am
by endasil
The spells are meant to be harder to use now and to be resisted more. But seeing the previous patch nevrax is working on adjusting the challange level to fit the opinion of the players. So it is possible that it will be fixed.

Re: Fear1/2

Posted: Sun Nov 07, 2004 10:36 am
by keriann
as for now, the game isn't meant to be played. so avoid it as much as you can.

Re: Fear1/2

Posted: Sun Nov 07, 2004 10:40 am
by shrike
Spells are now very lvl specific. For example, fear 2 is a lvl 30 spell, meaning it's effecient against mob up to lvl 30.

Re: Fear1/2

Posted: Sun Nov 07, 2004 11:08 am
by shazzy
shrike wrote:Spells are now very lvl specific. For example, fear 2 is a lvl 30 spell, meaning it's effecient against mob up to lvl 30.
Yup I use fear 2 and I found this also.


Keriann, I don't mean to be mean and poke my finger at you ;) but you are going a little bit over the top with your negative replies to everything. I understand that you're not happy with Ryzom but do you have to reply to everything anyone says with such negativity? :)

The people here are perfectly capeable of deciding for themselves whether or not they want to continue playing Ryzom.

Re: Fear1/2

Posted: Sun Nov 07, 2004 1:19 pm
by pcheez
shazzy wrote:Yup I use fear 2 and I found this also.


Keriann, I don't mean to be mean and poke my finger at you ;) but you are going a little bit over the top with your negative replies to everything. I understand that you're not happy with Ryzom but do you have to reply to everything anyone says with such negativity? :)

The people here are perfectly capeable of deciding for themselves whether or not they want to continue playing Ryzom.

Very well said.

Re: Fear1/2

Posted: Sun Nov 07, 2004 3:35 pm
by art3an
shrike wrote:Spells are now very lvl specific. For example, fear 2 is a lvl 30 spell, meaning it's effecient against mob up to lvl 30.
Indeed, which isnt that strange after all..

Re: Fear1/2

Posted: Mon Nov 08, 2004 1:03 am
by fellgrim
shrike wrote:Spells are now very lvl specific. For example, fear 2 is a lvl 30 spell, meaning it's effecient against mob up to lvl 30.
However, unlike melee skills used on mobs above the recommended range, magic spells used on creatures even 2-3 levels above the recommended range get resisted like crazy. There is no gradual increase in resistance by mobs after the recommended level, but a near-absolute brick wall of failure.

The equilvalent melee situation (which most melees fail to appreciate since many rarely, if ever, play mage chars) would be for an Increase Damage skill to not only not give the increased damage, but fail to give any damage whatsoever on a successful hit to a mob above the recommended level. No more using the lower Increase Damage skills to save stamina! I can imagine the howling that would take place amongst the melee community if this were the case :)

Recall, please, that I said MOST not ALL melees :) Trying to apply some preventative medicine to avoid the inevitable 'I PLAY MAGES TOO YA *******' responses. Good for you if you do.

Re: Fear1/2

Posted: Mon Nov 08, 2004 1:05 am
by flynnkd
What is the point of having Spell 10,20,30,40,50......

One of the few things Horizons did right was to remove this totally useless construction... eg:

I cant get level 10 spell till I am lev 10, and it only effects level 10 mobs... so why not just have a spell that is linked to your level. I buy Acid spell and I cast it at my level, and it effects mobs at my level....

This repetitive redundancy is in most MMORPG and it is simply mindless. All it does is give you something to buy as you progress levels, its a lolly reward! Congarts you made level 10, heres a lolly (10SP) now go and buy an ungrade, of the same thing....gosh gee I am so excitied.

Yes I realise it is simply a game construct, but it is a really mindless one.

Re: Fear1/2

Posted: Mon Nov 08, 2004 1:18 am
by zzeii
flynnkd wrote:What is the point of having Spell 10,20,30,40,50......

One of the few things Horizons did right was to remove this totally useless construction... eg:

I cant get level 10 spell till I am lev 10, and it only effects level 10 mobs... so why not just have a spell that is linked to your level. I buy Acid spell and I cast it at my level, and it effects mobs at my level....

This repetitive redundancy is in most MMORPG and it is simply mindless. All it does is give you something to buy as you progress levels, its a lolly reward! Congarts you made level 10, heres a lolly (10SP) now go and buy an ungrade, of the same thing....gosh gee I am so excitied.

Yes I realise it is simply a game construct, but it is a really mindless one.
Typically you get a spell at level X and it affects monsters at lvl X+5(or at higher levels X+15). This is designed so you can still be flexible in how you pay for a spell (range/sap/cast time/hp) and have an increased cost as you use higher level spells. Not to mention, what else would you use skill points on?

This is what made blind so bad, low cost, and affected any level.