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 Post subject: Poison damage fizzle
PostPosted: Sun Oct 17, 2010 5:04 pm 

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poison damage shouldnt fizzle mage....warrior spam poison and can fizzle you 85% of casted spells .....

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 Post subject: Re: Poison damage fizzle
PostPosted: Sun Oct 17, 2010 5:45 pm 
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yes sir i hate that...if trapped in a wall with lil room with two tile weps your chances to fizzle is 97%.

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 Post subject: Re: Poison damage fizzle
PostPosted: Sun Oct 17, 2010 6:18 pm 

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want kind of delay do pots have now?
maybe removal of walls in general would fix more issues that what u are proposing..

its always been and always should be that poison pots fizzle spells if timed right

i think the answer to the problem is not the poison pot fizzling spells but u being trapped in walls..


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 Post subject: Re: Poison damage fizzle
PostPosted: Sun Oct 17, 2010 8:31 pm 

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poison pots fizzle yes poison damage shouldnt

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 Post subject: Re: Poison damage fizzle
PostPosted: Sun Oct 17, 2010 8:37 pm 

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ah i get ya.. so if ur poisoned.. and are casting when one of the dmg effects hit u it can fizzle u... i see
umm i would probably agree.. initial pot fizzle... dmg from poison no
i think the initial pot hit itself should be well enuff to fizzle someone and thats it..
also.. I dont liek the idea of the poison cloud.. when u poison pot someoen.. it sshould jsut posion them and thats it... they shouldnt have the chance of curing and walking back into it or someshit like that..


poison was just the shit before...
please fore teh love of got do away with deadly... have one type of pot... subtract the need for the skill.. (and make it be used like its supposed to be... to poison a wepson)

the old poison pot days were the best..


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 Post subject: Re: Poison damage fizzle
PostPosted: Mon Oct 18, 2010 1:22 am 
Agreed poision hits should not fizzle mages


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 Post subject: Re: Poison damage fizzle
PostPosted: Mon Oct 18, 2010 10:22 am 
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I think it should only fizzle on first impact guaranteed, just like in t3a... please no one say that it didn't work like that, cuz i asked biteme which wasnt around for the argument, and he remembers it like that.
but i don't think each damage poison does should have a 50% chance to fizzle, it just sucks lol, + mages fizzle alot already so..

also would give warriors one thing to use timing for besides walls... it was more fun and had skill involved....

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 Post subject: Re: Poison damage fizzle
PostPosted: Mon Oct 18, 2010 10:58 am 

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heh.. i remember when poison pots had no delay on them at all.. but at that time there were just lesser poison pots.. and yes the pots did fizzle the spells.. the poison dmg hits did not.

believe it or not.. pvp wssnt all that fuked up becaue of the no delay poison pots.. it kept mages at a distance not abusing the reactive spell on archery... and hence they wouldnt alllow them self to be walled

im not saying poison pots should carry no delay.. im just stating that even that setup was better than the current...


u would all bow down to me and wish to blow me in love if the following happend (please do.. im lonely)
-need for poison skill [removed]
-no poison other than lesser
-poison skill be used to apply poison to a wepons [what it was intended for]
-removal of wall pots... or something very harsh along these lines...
-nerfing of animals.. both shrunken and casted.. the animal lore is nice idea.. but.. it is overpowered.. one char... unless they have gm taming + animal lore.. should only be able to control 1-2 animals the only player that should be able to have a flock of animals with them is a tamer... and thats all i have to say on that one...
-nerfing of mass dispell
-nerfing of dex and healing delay
-nerfing of what apears to be over powered wepons in my opinion... (pitchfork, spear, ect.)
-implement no 2 handed weapon allowed in polly (pitchfork , birdiche, ect)
-mages hit and fizzle ratio needs to be tweaked.. if you hit a mage that is casting you should have something like a 1-10 chance to fizzle said mage... currently it is much higher than that it seems.. however.. a poison pot will ALWAYS fizzle if you hit them while casting
-remove the curent light system... I think i have seen 3-5 shades of varying darkness..
in t3 you had 2... light and dark.. but even in the dark phase.. it was still possible to see
frankly towns and places are just to buggy to have a system like this.. u can walk from tiles to tiles in brit and it will go from day to light in an instant..
I suggest going back to only 2 types.. light and mild dark..
-otherwise.. or maybe even regardles... dispell/massdispelll should nto effect light.. it is to effective when u dispel a polly mage in a dungun.. u cant see shit..

can i be like the shard advisory on pvp? u know how company's hire ppl to advise them in decisions.. well i offer my opinions for free..
hit me up with a pm Bob.. i shall help u... i know pvp like u know necros.. lol
g'day


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 Post subject: Re: Poison damage fizzle
PostPosted: Mon Oct 18, 2010 3:44 pm 
alot of good ideas and some shit ones
everyone knows poisoning was overpowered in t3a and it got abused and I remember I was the first to use it really and yes it did help me loads. That should be dropped like it has been done welldone staff :)
every hit with that poision should not fizzle mages. It does not stop a warrior from using there weapon and if it did it would make pvp revovle around poisioning again so no.
Walls should not go as walls are a key thing to use in pvp to stop ganks etc from happening also used for warriors to shrink the area to kill a mage.
Weapons should not be hiting more than a mages strongest attack every second especially if reactive and protection is used, defeats the purpose of the spells.
animals should also not me doing so much damage. for a mage it is jsut extra hits on a player and warriors wud use the same but if they are made to do low damage they will not get used as often as they do.
mages should not fizzle so much on spells because if a warrior with a fencing wepon and a bear or 2 pluz poison pots and they r trying to heal it is crazy yes u can say move around but when u move u r going to get hit by a bear weapon or poision by moving and still get f*****.
some spells need to be altered as from the testing I did a few months ago we had the some great input from pvm pvp staff and crafters and I think there views should be looked at i will post them when I can

these are my views has anyone got any questions


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 Post subject: Re: Poison damage fizzle
PostPosted: Mon Oct 18, 2010 7:53 pm 

Joined: Thu Sep 23, 2010 2:13 am
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i remember when pvp did not revolve around walls... nor shrinks/summons.. and it worked just fine... walls are not just to keep from ganks...

all u f***** see is walls.. its to the point its an eye sore....
i almost want to go around and abuse the mass dispell to just fuk everyone elses pvp up... when im not even in the fight.. thats how much i can't stand the wall abuse..

u shouldnt have to use walls or shrinks to kill ppl.. its retarded..

i remember the days when pvp was fun.. id be runnin around with 2 mages on me with no walls switching from bow to my sword and shield...

sure u may see a wall every now and then but the whole system did no evolve around it..
i personally think that if u balanced pvp without the consideration of walls.. then the walls themself wouldnt be the problem..
and to fix the summons or shirnk problem.. u should have to have gm animal lore alone to control 2 animals at once.. but that in combination with gm tameing.. would give u how many you wanted..
animal lore should not be the crutch of the pvp player..
lurkin with wall pots and shrunk bears..
its a sad f***** site to see.. and any respectible pvper.. i think would have to agree with this...
or that may be why they are no longer here playing the shard... do u think its just a coincidence all the greats left this place behind.. lol..

im tellin ya... you got to get pvp back to the great system it was.. right prior to deadly poison being implemented... u didnt have the dex healing issues.. or annother skill and stronger poison to deal with... it all worked out perfect..

but as it stands and back to what this topic is about.. I Adam agree... that the poison dmg hits... should not effect the mages casting abilities.. but however.. if u get hit with a pot while casting a spell.. that spell in particular should fizzle..

i can understand your gripe here and I am with you 100 percent.. I have a pvp mage but am not an expert with them... however from my experience with them that i have had.. i see this as a major issue.. and with the less fizzleing.. u may see a tad mroe balance
but.. the over powered big wepons in my opinion gotta have some kind of tweaking done on them... the dmg i have seen from the fencing noobies is retarded...


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 Post subject: Re: Poison damage fizzle
PostPosted: Tue Oct 19, 2010 12:47 am 
like i said I agree with the animals. they should not be used for pvp but they are used for pvm but used as a distraction so if you lower there attack people will not use them in pvp as they will not do damage against warriors with high armor and a mage with reactive armor.

The walls I still disagree, as warriors can run around and hold the heal macro and heal up in seconds and its too easy to get away from fights. I used to use walls when 2-3 people wud come out of town and try kill me and I wud use them to seperate the people so I dont get ganked. walls are needed imo pure to the fact everyone will just run away to easy.

the mass dispell is silly where it dispells every wall I agree there and i agree with the poison fizzling with the inital hit but the hits after that no and also the weapons need to be looked at


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 Post subject: Re: Poison damage fizzle
PostPosted: Tue Oct 19, 2010 5:22 am 
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i dont know about the wall thing but I do remember count's view of pvp in the fact that even in my first pk i ever did on my mage was against ares i used no walls n i basically chased him around outside vesper for a little bit till i got the kill but i guess back then warriors also complained that mages were overpowered....anyways yes the walling is a bit excessive.. i think it is because everyone is paranoid of people running away + the fact that the community is so small they are determined to get a kill and loot since there are basically not enough new players to pk. Walls should be used by players to avoid ganks ofcourse and to separate players to be leet but walls are now incorporated in pvp so much because pvp basically is garbage compared to the pvp me and count is used to and pvp became garbage way before t4a. I remember when Flamestrike was actually a powerful spell....smh

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 Post subject: Re: Poison damage fizzle
PostPosted: Tue Oct 19, 2010 6:20 am 
I remember there not being walls but If i remember right it was because they were bugged. you could make them as an alch but not use them. I wasnt into pvp then as i was very new but I can see where your coming from.
I just think that it wouldn't work due to the play base etc. If you see someone hunting all they got to do is run or drop a rune and just run around and heal.


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 Post subject: Re: Poison damage fizzle
PostPosted: Tue Oct 19, 2010 7:18 am 
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id imagine walls really helped PVM mages, but i am not one so I cant say for sure.. lol

anyway, adam,
if your remove the need for poison skill (taking 100 skill points from most pvp characters)
and you said animal lore and taming is all u need to have infinite animals, people will just abuse
the infinite animal thing...

but, change is good, who wants to play the same game for 5 years with the same mechanics? besides you... lol but for those of us who werent away for periods of pvp like you were, that same stuff gets old..
even though there are only a few new mechanics in pvp..

If you asked me,

poison fizzle by the initial hit of a p pot,
Summons/ shrinks should lose some power, but in return mages spells should be made usefull again...
now warriors do higher amounts of damage per hit, don't have to manage the amount of swings they take (like mages manage mana) and they swing faster then a mage casts... the only way a mage wins is through a summon atm.

maybe just a suggestion, make a small stanima fee per swing of a warrior, or make the warrior time there swings or something... maybe even make 2-3 different types of swings... heavy swing hits hard but has slow recovery, and maybe has chance of knocking mage off his horse or osmething,
meduim swing, and fast swing.. with all respective timing for recovery....

that system can be adjusted easily and can introduce more tactic into a warriors fight, would also help differentiate warriors by some skill and not who hunts the most...
dunno how hard it would be to implement that but ya..

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 Post subject: Re: Poison damage fizzle
PostPosted: Tue Oct 19, 2010 1:37 pm 

Joined: Thu Sep 23, 2010 2:13 am
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the walls and animals are garbage...
thats all im really going to say..


i just typed a long post but then re read it and it made me sound like a dick so i will start over...

im just gonna say this.. you top mage was not even involved in pvp in the time i speak of and only excelled after deadly poison..

also.. on the other end of things.. any remaining warriors were ones that were quick to jump on the high dex fast heal band wagon..

im not calling myself the guru on the subject but these are problems that i see
-Dex affecting healing
-Need for Poison skill and deadly poison (even tho it isn't as strong as it once was)
[the above was when pvp started to take a down hill spiral.. and most respectable pvpers left your shard]

what i have seen since return
-problem with the excessive use of walls and them being required to kill in pvp
-excessive use of animals or summons
-mages fizzle to much when hit with anything be it poison dmg.. wepon ect..

note on the above: now here is my problem and i cant quite grasp why... in the older days you could use the shit out of walls and spam the hell out of animals but i didn't see it as a problem...
and here is what I have gathered from this.. i think walls are a problem now because the mechanics of pvp has changed so much from what it used to be... and i think that summons and shrinks are a problem now because I think the animals do far more dmg than they used to..

a little history from count:
when i pvped on my warrior i broght it all to the table.. if it was something to my advantage that i could use.. i had it.. I even used walls and shrinks had them with me at all times.. but.. my shrinks were dire wolves (turned blue) dire wolves walk not run (unlike bears) but the dire wolves from then were only effective in walls.. and from what i have seen still did not do the dmg that bears do now.. shrunken grizzleys from "my time" would not own a person in a wall.. they would help but they wouldnt rape..
the dire wolves would rape but moved very slow (walked)
this is somewhat why i think this wasnt a problem then...
animals hit to hard.. and you have turned the pvp of the game into "Beastmaster" all pvpers have animal lore.. how f***** retarded is that

im hungry i need lunch (gd.. its almost 4... guess a late one..)


Last edited by adam_c on Tue Oct 19, 2010 1:40 pm, edited 1 time in total.

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