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Originally Posted by Vulgar
- Remove Chaos Pool? How about just change it, some of my best memorys are stacking that outside trade with the old magic system.
- Poison cloud doesn't seem to poison when you hit someone
- Runes need a buff because right now they sorta fail.
- Black death isn't effected by Brigid's curse, I'm not sure about rabies and other and red death. I'm pretty sure one of those other 2 aren't effected either.
- Make it so avatars and Summons can attack players again and each other, I miss having avatar wars, I don't miss being biled by them though ;[. While on the subject of avatars I think you should be able to control them like you were the avatar but that should also make your character extra vulnerable or something.
- Confusion should either make you lose control of your characters movement for a moment or make your next attack/cast in the next 3 seconds have a chance to back fire.
- Poison needs nerf, first person to poison = win.
- Blinding should be like labyrinth like they had it on maloria but the blinded area shouldn't be as small.
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- I'm pretty sure I said that already.
- Yeah, I've never had any luck poisoning someone with that either.
- They work, just not very well. The damage they do is surprisingly low.
- Brigid's curse denies wounding and death spells. Even though those have the name 'death' in them, they are not death spells.
- If we get a new control scheme for them, I agree it would be cool to use them against players again.
- Confusion already sort of has an effect, but it only happens right now when you screw up on scrolls.
- Yeah, this has always been a problem. The main issue is that poison slows you down for whatever stupid reason. That really should be saved for the 'slow' effect only. The same thing happens with diseases, and it's really irritating. You already get 'stunned' every two seconds from being poisoned, and it's rather ridiculous to stack an additional slow effect on top of that.
- I don't agree with that, but only on the premise that I kinda work there and don't want to see it being copied. ;D
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Originally Posted by MajinDragon
I have an idea about runes, some of you may have to play Tibia to know where i got it. Runes should be inscribable but not in scrolls, in special tablets and where as very few spells can be put onto scrolls, runes should be mainly for battle but since that = abuse (imagine someone shooting 100 large bullets by clicking 100times on their pre-made runes). So there would be a large cooldown, like a rod but you can just charge it easily and up to 100charges or so depending on the spell.
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Runes are fine as they are now. I like having the option to lay down magic traps. As for what you're talking about... 'charging' ... that's ideally how charging scrolls should work, but as far as I know, they just screw up wands when used instead of recharging them.
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Originally Posted by kia345
I'm sorry, I'm paying for a Graalonline Gold subscription, not DnD. I wasn't aware GK was required to have all of their affects on the same bar as DnD's.
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I'm just telling you what they basically are. Once again, I see several people going 'NUH-UH' whenever I tell you guys straight-up how weaponmagic works. And as for ghosthit, it has never worked, so if you really want to see it sticking around, come up with a way for it to work. Otherwise, it's probably not worth keeping. I offered up the option of having a 'disease resist' so players have a way of gauging their immunities to diseases, but having it as a 'weaponmagic resist' just won't work, because weaponmagic is an enhancement, not an element. The only resistance to weaponmagic is essentially more AC.