Author | Content | Date |
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FRINGE |
thus keeping magic and melee as normal with the odd extra attack being fired
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#46 2019/11/26 19:56:56 |
ISYLVER [Staff] |
Done
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#47 2019/11/26 19:58:24 |
ROCH |
"LUPISCUS"all a bit confusing tbh.. would have thought mags not stoning until within 1 range would be a good enough bonus/help for every1..mages/ mele alike.. Lupi, I think the problem is that the ranged stone cannot be separated from the other ranged skill use (magic). So the only way to make stone range 1 is to make the magic range 1, which causes all the problems outlined in the thread. That's my understanding of it at least.
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[quote="ROCH"][quote="LUPISCUS"]all a bit confusing tbh.. would have thought mags not stoning until within 1 range would be a good enough bonus/help for every1..mages/ mele alike..
Leave as they were.. just stop the stoning from range.
( as sal3ms original post )[/quote]
Lupi, I think the problem is that the ranged stone cannot be separated from the other ranged skill use (magic). So the only way to make stone range 1 is to make the magic range 1, which causes all the problems outlined in the thread. That's my understanding of it at least.[/quote]
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#48 2019/11/26 19:58:53 |
ROCH |
"FRINGE"revert back and remove stone aura and add another attacking aura Think that's the best. |
#49 2019/11/26 19:59:31 |
ISYLVER [Staff] |
It'll be in in next reboot.
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#50 2019/11/26 20:02:05 |
PROWLER |
A “quick fix” …
I am assuming the object is to make the Magma’s easier to hunt? If it is, leave everything as it is now WITH your intended change; INT 115, min damage 30 Every class receives a benefit (it’s a little easier) No other changes. 8) Jac |
#51 2019/11/26 20:03:42 |
SAL3M |
@Isylver - Not sure if this is what you have settled on (think you have already come to this conclusion) but if spell ranges can not be changed individually I think the only answer is to keep magic & melee attack but simply remove stone aura as this really screws with non-ranged classes on d soma.
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[quote="SAL3M"]@Isylver - Not sure if this is what you have settled on (think you have already come to this conclusion) but if spell ranges can not be changed individually I think the only answer is to keep magic & melee attack but simply remove stone aura as this really screws with non-ranged classes on d soma.
[/quote]
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#52 2019/11/26 20:09:33 |
ISYLVER [Staff] |
"SAL3M"@Isylver - Not sure if this is what you have settled on (think you have already come to this conclusion) but if spell ranges can not be changed individually I think the only answer is to keep magic & melee attack but simply remove stone aura as this really screws with non-ranged classes on d soma. Thats what I did for next reboot :p
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[quote="ISYLVER"][quote="SAL3M"]@Isylver - Not sure if this is what you have settled on (think you have already come to this conclusion) but if spell ranges can not be changed individually I think the only answer is to keep magic & melee attack but simply remove stone aura as this really screws with non-ranged classes on d soma.
[/quote]
Thats what I did for next reboot :p[/quote]
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#53 2019/11/26 20:13:34 |
KAZOKU |
So just to clarify further
Stones removed Magic is back to range And melee range 1 ? |
#54 2019/11/26 21:05:53 |
ROCH |
"KAZOKU"So just to clarify further All as usual, just stone has been removed and possibly replaced with a different attack skill |
#55 2019/11/26 21:33:28 |
SYONIDE |
"ISYLVER"* reverted back until someone gives me a solution * cant u make em behave like the pre nerf wbm ? after they will require some stat tweaking the dsoma ones |
#56 2019/11/26 23:09:08 |
KAZOKU |
for a mage , mags are abit harsh atm
im having to lure a mag away from the healers, as they have way to much magic def, the mag ends up on full hp again before iv killed the healer (issue before any change) as well as trying to dodge the elder mags who walk upto you and melee, interrupting casting , and being mixed in with all mags, making it even harder to lure a few mags
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[quote="KAZOKU"]for a mage , mags are abit harsh atm
im having to lure a mag away from the healers, as they have way to much magic def, the mag ends up on full hp again before iv killed the healer (issue before any change)
as well as trying to dodge the elder mags who walk upto you and melee, interrupting casting , and being mixed in with all mags, making it even harder to lure a few mags
[/quote]
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#57 2019/11/26 23:20:13 |
YAGUDO |
Elder mags need to be like original mags in range...
Otherwise mages are redundant unless GM is planning to put elder mags in with range or a int mage friendly elder mag?? Shame really you have to be a warrior to enjoy this game at present |
#58 2019/11/27 07:24:34 |
ROCH |
"KAZOKU" I cant comment from a dsoma perspective but whenever I go to mags I need to spend about 20 mins over the course of the hunt luring the magus away. I find killing them isnt the way forward, just ping pongs them around all night which I find very tedious. The cleanup is usually good for the next few hours for the most part, unless someone deliberately goes out of the way to find and kill them all from the edges.
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[quote="ROCH"][quote="KAZOKU"]
im having to lure a mag away from the healers, as they have way to much magic def, the mag ends up on full hp again before iv killed the healer (issue before any change)
[/quote]
I cant comment from a dsoma perspective but whenever I go to mags I need to spend about 20 mins over the course of the hunt luring the magus away. I find killing them isnt the way forward, just ping pongs them around all night which I find very tedious.
The cleanup is usually good for the next few hours for the most part, unless someone deliberately goes out of the way to find and kill them all from the edges. [/quote]
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#59 2019/11/27 07:32:40 |
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