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Suggestion BoardRe: Snows On Sun Oct 07 21:13:52 2018, Mshopguy wrote:
> On Sat Oct 06 15:16:15 2018, Sinatra wrote:
> > On Sat Oct 06 07:26:00 2018, Sid wrote:
> > > On Sat Oct 06 06:36:36 2018, Sinatra wrote:
> > > > Suggest snows be modified like sands.
> > > >
> > > > Currently Remorhaz have to cast it over and over each time they
move
>
> > > > squares. Would be nice if it were single cast + quick build and
> > > dissipated
> > > > quickly when the wyrm leaves the room.
> > > >
> > > > Remorhaz, unlike Sirene, have no ability to 'terrain a room' and
> then
> > > > pulls mobs to them.
> > > >
> > > i disagree, this is a perk of that class, or how sands just in
general
>
> > > works. otherwise, they should throw firedrakes char in there along
> with
> > > every other class that can modify the room. or just play something
> that
> > > has sands...
> > >
> >
> > Well, I believe Fire Drakes already have the desired functionality.
> >
> > That is, a fire drake enters the room and does 'do char' one time
which
> > sets the room. Native pillage works the same way.
> >
> > Mummies, after the sands change, do the same thing with stands it just
> > takes a beat to build and the effect (which is probably more impactful
> > than char) fades. In terms of XPing though they just 'cast sand' like
> you
> > 'do char' in each room as setup.
> >
> > Remorhaz on the other hand must 'do snows' 2-4 times each new room
they
> > enter. Which is not great from a playability standpoint because you're
> > having to spend 4-8 seconds setting up a room approximately every
three
> > NPCs.
> >
> > Looking at it historically Snows, (old) Sands, and Seas were
> > implemented/designed prior to skills like 'Haunt', 'Weather Control',
> > 'Char' and 'Pillage'. This is pure speculation but I think the reason
> why
> > the 'multi-cast' was removed from newer classes is because its boring.
> > Tsunami is good about designing new things but not great about going
> back
> > and cleaning up the classes that have the old thing you didn't
> like/didn't
> > work well.
> >
> Sands gave + combat (has since been changed to toughness, im not happy
> with that)
> Snows gave + toughness, still does I believe.
> Seas gave + toughness and was essential for the class to perform its
main
> damage function.
>
> From a code standpoint, if it is not like this already, I would like to
> see them rolled into a single base code that is called by each of those
> "unique" spell/song/prayer.
>
> Sands should give combat for reasons I will not go into here. Snows
> should give toughness and seas should give toughness or maybe armour,
> something to make it unique anyways.
>
> The reason for why char is the way it is, is because I do not believe it
> actually MODIFIES the terrain of the room. In that you cannot get a
> terrain bonus off of it. Also, the amount of sands and snows and seas
in
> a room dictats the now unified toughness bonus. For example, i cast
sands
> once, i get +10, i cast it twice i get an additional +30, etc...
>
> I think it is fine to leave them the way they are as they are functions
of
> the subclass that are required to make those subclasses much more
powerful
> for the extra steps which can be perceived from a balance point of view
as
> a drawback for that increased ability.
>
The problem is that the extra work involved does not balance a class as
more/less powerful.
Tsunami has, for decades, released classes with EXTRA STEPS (looking at
you enchanter, shaman (love you Marisil), aurumvorax (love you Marisil),
Paladin, Herbalist, etc) and each time its 'Yes they are "balanced higher"
BUT look at the EXTRA STEPS'.
Then they cremate cremate the wrong person in a war/via PK/or just XP too
quckly three years later and get reduced but the extra mechanics still
hang on.
I can take or leave a change to snows. What I suggest is that playerbase
to look at classes in terms of "playability" (quality of life) and not
advocate to make a class to have poor/date mechanics with the hopes that
because of that they can "do a little more damage".
IMO, The discussion about a classes "balance" (playability against other
players/classes) should be an entirely different discussion from "how it
levels" (playability in a PVE enviornment).
It takes no skill to pay 1,000,000 coins to fill up an enchanter pouch,
max canopic jar, etc. It takes no skill to hit '1' '2' '3' to grind throug
PvE content. So playing through that content should be as enjoyable as
possible so that people who pick up classes on the "flavor" can enjoy
their choice.
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