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Should nondamage maledictions wake up enchanted sleepers?
Yes. 27%  27%  [ 7 ]
No, too overpowered. 65%  65%  [ 17 ]
Wert option. 8%  8%  [ 2 ]
Total votes : 26
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 Post subject: Sleep and maledictions.
PostPosted: Tue Nov 25, 2008 12:39 pm 
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Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
Okay so I've noticed on NPC's that when I sleep them, if I cast any type of malediction, that immediately wakes them up, even if it doesn't do any damage. I could understand things like poison and plague waking someone up, but if someone casts blindness, deafness, slow etc why should the person wake up?

I'm not sure if this is the same as PC's, but what do you guys think? Should nondamage maledictions wake up enchanted sleepers or do you think it would be too overpowered ?

I personally think it would be cool to give people "fates worse than death." Leave them so disoriented and make em suffer and such, but nowadays if you go against anyone in mode stun, you'll lose 90% of the time if not more.


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 Post subject: Re: Sleep and maledictions.
PostPosted: Tue Nov 25, 2008 12:40 pm 
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Joined: Mon Sep 12, 2005 3:18 pm
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Kin wrote:
Okay so I've noticed on NPC's that when I sleep them, if I cast any type of malediction, that immediately wakes them up, even if it doesn't do any damage. I could understand things like poison and plague waking someone up, but if someone casts blindness, deafness, slow etc why should the person wake up?

I'm not sure if this is the same as PC's, but what do you guys think? Should nondamage maledictions wake up enchanted sleepers or do you think it would be too overpowered ?

I personally think it would be cool to give people "fates worse than death." Leave them so disoriented and make em suffer and such, but nowadays if you go against anyone in mode stun, you'll lose 90% of the time if not more.


This was changed due to it being overpowered a few years back.


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PostPosted: Tue Nov 25, 2008 12:41 pm 
The sleep spell used to work like this, against everyone.

You could sleep someone. Then blind/curse/weaken/slow/deafen/wither/bloodmote/mana leech them, and they'd stay under the sleep spell. It was changed because it was too ridiculous. Sleep was THE "I win" spell, and it is way too easy to land.


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PostPosted: Tue Nov 25, 2008 4:05 pm 
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Joined: Sun Dec 07, 2003 1:51 am
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Location: Denmark!
Not to mention sleep and then just keep on trying petrification until it lands.


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PostPosted: Tue Nov 25, 2008 4:07 pm 
Yeah that was totaly unfair.


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PostPosted: Tue Nov 25, 2008 4:09 pm 
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Of course, this code-change came with something unintended. Artificially sleeping victims wake up before the backstab lands if a rogue intends to backstab them.

*grumble*


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PostPosted: Tue Nov 25, 2008 4:37 pm 
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Joined: Thu Jul 17, 2008 9:10 am
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Auto-kill spells like petrification and finger of death should wake the individual up.

Maledictions shouldn't wake them up.


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PostPosted: Tue Nov 25, 2008 4:41 pm 
Ezeant wrote:
Auto-kill spells like petrification and finger of death should wake the individual up.

Maledictions shouldn't wake them up.


No sleep is way to easy to land, and then you can blind/poison/plague/curse/cabal spell/deafen/slow/anything else you can think of.

That was just way too much and too easy, you swooped in with a sleep staff and poof you raped your enemies.


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PostPosted: Tue Nov 25, 2008 4:56 pm 
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Yes, sleep is fine as it is (with the exception of the backstab thing) - to take someone out of combat, not the end all, be all of combat starters.


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PostPosted: Tue Nov 25, 2008 4:58 pm 
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Joined: Fri Sep 22, 2006 2:42 pm
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Ah, i see. I forgot about sleep staves. Oh well, no biggie.


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