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Post by Amairgen on Aug 3, 2016 6:38:04 GMT -8
1) Moonstones that allow you to travel (outside towns and dungeons) from the wilderness of Trammel to Tartarus and from Tartarus to Trammel may now drop in dungeon chests on both facets. Previously (in error) the Moonstones that dropped were only good from Trammel to Tartarus. Now - both drop. Note: miners can also dig these up while mining ore.
2) Mages will now be able to move while casting spells in the same way that Archers can shoot arrows while moving.
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Post by hibbigibbi on Aug 3, 2016 13:05:34 GMT -8
Run Casting HYPE! On a more serious note, it's awesome that you are actively developing this server while taking suggestions from the players! Love the effort and the server!
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Post by Amairgen on Aug 4, 2016 8:21:18 GMT -8
Thank you. We are a player driven shard and open to all constructive input.
If a suggestion makes sense we will try to implement it. In the case of 'Casting on the move' we saw no problem except possibly in PvP. We did ponder this but then proceeded bearing in mind that archers can already shoot arrows on the move and weapons/bows can be spellcrafted to Hit Lightning/Fireball etc.
If we discover 'any' change is a mistake we will modify or reverse it.
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Post by forbe on Aug 5, 2016 16:26:17 GMT -8
Thanks for your hard work!
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Post by telchar on Aug 6, 2016 6:52:26 GMT -8
I have a question on this. I can see where this would balance things for pvm for mages, but I am wondering if it will unbalance for PVP. A mage being able to cast and run could just run from a mele character never letting him get in range to attack and nailing him with spells. The freeze when casting gave the mele characters an opportunity to get in on a mage. Also, there is no shot to get away from a mage in PVP as he can just run after you blasting you with ebolts or whatever as you try to flee. I am just worried that this may just heavily unbalance the mage in PVP. I do not really play mages, so take this with that in note, just voicing my concerns
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Post by Amairgen on Aug 6, 2016 7:30:36 GMT -8
I have a question on this. I can see where this would balance things for pvm for mages, but I am wondering if it will unbalance for PVP. A mage being able to cast and run could just run from a mele character never letting him get in range to attack and nailing him with spells. The freeze when casting gave the mele characters an opportunity to get in on a mage. Also, there is no shot to get away from a mage in PVP as he can just run after you blasting you with ebolts or whatever as you try to flee. I am just worried that this may just heavily unbalance the mage in PVP. I do not really play mages, so take this with that in note, just voicing my concerns Well stated. That is my greatest concern with the 'Cast while Moving' change and we will have to keep an eye on it. At this point in time PvP has been very limited so the concern is reduced. However . . as I said previously . . "If we discover 'any' change is a mistake we will modify or reverse it." I will look into a fix of some kind *not knowing if it can be done* For example - reduce or eliminate damage if the target (while caster is moving) is a player or player controlled pet.
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Post by Athnir on Aug 6, 2016 8:36:53 GMT -8
would it be possible to lower ammount of damage from a spell at a farther distance? to players only i mean.
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Post by Amairgen on Aug 6, 2016 9:33:19 GMT -8
would it be possible to lower ammount of damage from a spell at a farther distance? to players only i mean. Working on it now. It's a tricky one
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Post by skiz on Aug 6, 2016 11:21:11 GMT -8
No one on this server PvPs, so why worry about it?
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Post by yhaguen on Aug 6, 2016 12:17:26 GMT -8
My feedback after some tests:
I am only a PvM player and I don't know PvP strat so no feedback on this part.
skill leveling: really improved as you are not needed to be afk somewhere, you can continue to train and grinding simultaneously.
global PvM: really improved too. Magery is not part of my build. I am a close combat fighter without taming. I don't have a parser but it seems you can fight and cast quite in the same time. spirit speak is now closely at the same level at bandies so survivability is increased significantly.
My 2cents, Yhaguen.
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Post by Amairgen on Aug 6, 2016 14:02:25 GMT -8
No one on this server PvPs, so why worry about it? I admit that PvP is practically non-existent on our server 'atm' but (while I am not worried) I feel I need to measure how changes can affect things. Bear in mind that: 1) From day one we told the world that PvP is allowed on one of our facets (Tartarus has always been set up for PvP rules) 2) The Jhelom Pits are set up for PvP to allow non-guild members to practice PvP and for PvP events. 3) Over the past four years PvP has happened at times. Morgomir has 16 heads on display and others have displayed captured heads as well.
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