suggestions for changes to magic
Posted: Mon Nov 08, 2004 11:48 pm
After playing with the post-patch magic system for a few days, I find that it works decently for small groups (2-3 players), is ok for soloing (or would be if my elemental and def afflliction would be near the same level), and is unworkable for large groups (7+ players) except for healing.
For small groups (assuming at least one melee type and one mage) you are able to fight 10-15 levels above your current skill, have a good chance of partially disrupting the creature with stun/blind/etc (meaning having it afflicted about half the time during the fight), can do decent damage with elemental, and can heal the fighter if the creature gets a few good hits in. Doing this you and the fighter can both get more xp will you will solo. Only problem here is you both have to be very similar in the level of the skills you are using - fighter has to be high enough to be able to taunt the creature, mage high enough to get the afflictions/elelmental blasts to not be resisted most of the time. I found effectively this means you're limited to grouping with people within 5-10 levels of yourself (can have a 3rd person be healer or melee damage of lower level), any more than that and your xp rate will greatly diminish. Groups of 2-4 mages also work, killing somewhat smaller things quickly before they can close to melee. In a good melee/mage partnership, I was able to get about 1200 xp per minute, limited mostly by the time it takes to pull the creatures (helps if the melee also have some healing to replenish your hp/sap). There is one problem with this - the melee is getting almost all of his xp in one skill branch, you'll be getting yours spread out over at least 2, so unless the melee type is leveling in two branches he'll eventually outlevel you, and you won't be able to partner anymore.
For soloing, you can either fight things with low hps and several levels below you which you simply blast down before it can do much damage to you, gettling less xp per mob but able to kill them as fast as your sap/hp regen will allow. If your def afflicton is the same level as your elemental, you can fight things closer to your own level relatively safely using fear kiting. Much less xp than partnering, I was probably getting 300 xp per minute (500 during the stretches where I didn't had to lose an add by running to a friendly tribe).
For big groups, however, to get a decent xp rate (equal to the partner rate above), you have to fight things 30-40 levels above you (assuming again everyone in the group is roughly the same level). At this point, the creatures are resisting you 80-90% of the time, making the afflictions worthless and giving you an elemental damage rate that's a small fraction of what the melee types are doing. I have seen several groups during this time who concluded that they only wanted fighters and healers to get a higher xp rate.
From my experiences, it's pretty clear that the magic resist rates need to be altered to allow non-healing mages to be worthwhile in large groups. We don't, however, want to return to the pre-patch state where a low level mage with level 1 blind/stun can lock down a level 250 boss, or to overpower the smaller groups. It would also be good if the affliction spells other than blind and stun actually had some use in groups. With that in mind, here are some suggestions which I have thought of for improving how magic works:
1) Remove the absolute pass/fail resist checks that are now made. Instead implement a resist system whereby the effects of the spell are diminished if the target resists. The level difference between mage and target will set a base resist rate to which a random amount is added, and at some defined level difference the base resist rate is some capped amount (like 95%, so that a mage always has some chance of affecting something, just like a fighter always has some chance to dodge/parry a blow coming in). Only stun should have absolute pass/fail on the resist checks, all the other spells can be scaled in their effects.
2) Each spell should be given a resist modifier based on the degree of impediment it places on the target. Stun should clearly be the hardest to stick on the target, as it's a complete immobilization, sleep should be relatively easy to stick on the target, as it is instantly broken if any damage is done (although I could see adding a modifier to the resist based on how damaged the target is, with more damaged targets harder to sleep).
3) All affliction spells should automatically link, with a check each tick to see if the affliction works - so even if you get unlucky and never get the affliction to take effect that combat you will still get xp for attempting to contribute to the group (unless the resist against you is maxed out, in which case you really shouldn't be part of that group anyway). Similarly unless the resist is maxed out, elemental spells which are resisted should still count as attempting to contribute to the group and you should get xp for them.
4) The above changes will likely make fear overpowered for soloing again, to counteract this I would allow the target a new chance to resist the fear every time it is damaged, and possibly give it a bonus to resist for every fear cast on it in the recent past.
5) Being an affliction mage is rather boring once you do get a lock (pre-patch, currently I haven't ever gotten a link to last for longer than 5-6 seconds). To somewhat alleviate this I would allow a mage to maintain a link and still be able to cast other spells or even melee, but with a significant malus on the actions (it's hard to concentrate on one action while performing another, but not impossible). This would also need a cancel-link button if you need to drop it in an emergency to quickly cast a different spell.
For small groups (assuming at least one melee type and one mage) you are able to fight 10-15 levels above your current skill, have a good chance of partially disrupting the creature with stun/blind/etc (meaning having it afflicted about half the time during the fight), can do decent damage with elemental, and can heal the fighter if the creature gets a few good hits in. Doing this you and the fighter can both get more xp will you will solo. Only problem here is you both have to be very similar in the level of the skills you are using - fighter has to be high enough to be able to taunt the creature, mage high enough to get the afflictions/elelmental blasts to not be resisted most of the time. I found effectively this means you're limited to grouping with people within 5-10 levels of yourself (can have a 3rd person be healer or melee damage of lower level), any more than that and your xp rate will greatly diminish. Groups of 2-4 mages also work, killing somewhat smaller things quickly before they can close to melee. In a good melee/mage partnership, I was able to get about 1200 xp per minute, limited mostly by the time it takes to pull the creatures (helps if the melee also have some healing to replenish your hp/sap). There is one problem with this - the melee is getting almost all of his xp in one skill branch, you'll be getting yours spread out over at least 2, so unless the melee type is leveling in two branches he'll eventually outlevel you, and you won't be able to partner anymore.
For soloing, you can either fight things with low hps and several levels below you which you simply blast down before it can do much damage to you, gettling less xp per mob but able to kill them as fast as your sap/hp regen will allow. If your def afflicton is the same level as your elemental, you can fight things closer to your own level relatively safely using fear kiting. Much less xp than partnering, I was probably getting 300 xp per minute (500 during the stretches where I didn't had to lose an add by running to a friendly tribe).
For big groups, however, to get a decent xp rate (equal to the partner rate above), you have to fight things 30-40 levels above you (assuming again everyone in the group is roughly the same level). At this point, the creatures are resisting you 80-90% of the time, making the afflictions worthless and giving you an elemental damage rate that's a small fraction of what the melee types are doing. I have seen several groups during this time who concluded that they only wanted fighters and healers to get a higher xp rate.
From my experiences, it's pretty clear that the magic resist rates need to be altered to allow non-healing mages to be worthwhile in large groups. We don't, however, want to return to the pre-patch state where a low level mage with level 1 blind/stun can lock down a level 250 boss, or to overpower the smaller groups. It would also be good if the affliction spells other than blind and stun actually had some use in groups. With that in mind, here are some suggestions which I have thought of for improving how magic works:
1) Remove the absolute pass/fail resist checks that are now made. Instead implement a resist system whereby the effects of the spell are diminished if the target resists. The level difference between mage and target will set a base resist rate to which a random amount is added, and at some defined level difference the base resist rate is some capped amount (like 95%, so that a mage always has some chance of affecting something, just like a fighter always has some chance to dodge/parry a blow coming in). Only stun should have absolute pass/fail on the resist checks, all the other spells can be scaled in their effects.
2) Each spell should be given a resist modifier based on the degree of impediment it places on the target. Stun should clearly be the hardest to stick on the target, as it's a complete immobilization, sleep should be relatively easy to stick on the target, as it is instantly broken if any damage is done (although I could see adding a modifier to the resist based on how damaged the target is, with more damaged targets harder to sleep).
3) All affliction spells should automatically link, with a check each tick to see if the affliction works - so even if you get unlucky and never get the affliction to take effect that combat you will still get xp for attempting to contribute to the group (unless the resist against you is maxed out, in which case you really shouldn't be part of that group anyway). Similarly unless the resist is maxed out, elemental spells which are resisted should still count as attempting to contribute to the group and you should get xp for them.
4) The above changes will likely make fear overpowered for soloing again, to counteract this I would allow the target a new chance to resist the fear every time it is damaged, and possibly give it a bonus to resist for every fear cast on it in the recent past.
5) Being an affliction mage is rather boring once you do get a lock (pre-patch, currently I haven't ever gotten a link to last for longer than 5-6 seconds). To somewhat alleviate this I would allow a mage to maintain a link and still be able to cast other spells or even melee, but with a significant malus on the actions (it's hard to concentrate on one action while performing another, but not impossible). This would also need a cancel-link button if you need to drop it in an emergency to quickly cast a different spell.