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PostPosted: Thu May 08, 2008 7:25 am 
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Its really not even about me being able to play with 'super' magma, its more about allowing time for people to adapt to the change instead of everyone screaming bloody murder because their world has changed.


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PostPosted: Thu May 08, 2008 7:29 am 
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Any damage spell not affected by MP is a stupid change, because MP is in the game for that very reason, to lower the damage taken from magical attacks.

It's like making some undead immune to BoG and generally paladins. Just plain stupid.

There are other ways to fix magma, making it ignoring MP is not the correct way though.


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PostPosted: Thu May 08, 2008 7:30 am 
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I'm sure we could all adopt to MP being eliminated altogether, it would make casters more powerful sure, but I'm sure we'd adjust. Just doesn't mean we should have to and it certainly wouldn't contribute to making combat last longer.


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PostPosted: Thu May 08, 2008 7:34 am 
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It's not because of just a change, or people would be screaming bloody murder about "prone" too. The response magma has generated is because it is overpowered. You really can't give me a good reason for magma to take over half of someone's life, have a 1 round casting time, and have no real way to guard against all that damage, can you? (I don't count "I play a warlock and they aren't weak now" as a good reason for them to be overpowered now.)

(Yes, I can blind/deafen/harlie spell you...but only if I get the jump on you, and happen to land my resistable spell. Otherwise your magma will just drop my concentration again. A fighter just has to dirt and pray it lands, because if it doesn't he's going to be screwed when he gets bashed by your elemental. Even then, if you're using a weapon like a polemace, you don't even have to see him, just type "c magma" and you can still destroy him.)


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PostPosted: Thu May 08, 2008 8:00 am 
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[HP:100%] [ME: 65%] [PE: 98%]
>
xxx's deadly wrath lightly hits your chest.
xxxs deadly wrath makes your head burn with a mystical glow.
xxx's deadly wrath starts to melt your head.

[HP: 40%] [ME: 65%] [PE: 98%]

QQ QQ QQ QQ QQ QQ


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PostPosted: Thu May 08, 2008 8:02 am 
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Are you nekkid and is that a HoL vs a darkie? Also, yea we all know combat is too fast and people die too quickly. We're sort of hoping we're on the way to changing that with the bash changes and maybe Dulrik will do something else soon.


Last edited by Konrin on Thu May 08, 2008 8:03 am, edited 1 time in total.

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PostPosted: Thu May 08, 2008 8:03 am 
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I am not naked, and Its not hammer of light.


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PostPosted: Thu May 08, 2008 8:05 am 
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Oh yeah, you have elite unenchanted probably bronze armor.

Way too much AC. I can show you a log of my centaur shaman getting instakilled by a GM magma. Do I prove anything?

PS: You have ways to stay in third row. Learn how to use them.


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PostPosted: Thu May 08, 2008 8:48 am 
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witherwood wrote:
Hey, I don't have a problem with warlocks being dangerous. I don't have a problem with the damage staying the same even, so long as something is done to make combat last longer. Honestly, Finney had to flee a fight after 1 brandish.


No, my character didn't flee the fight from one magma spray. I've already made it perfectly clear several times that my character took approximately 30% from the initial cast and then another 20% or so from the DoT cling effect the following two ticks. I had plenty of heal potions in my inventory.

I recalled out of the fight because the front rank fled, which put my character in the first row and vulnerable to being bashed. Getting bashed would have killed my character, not the magma spray. It would have taken two more magma sprays to take down my character, which is three spells and five to six rounds of combat if a warlock is chain casting magma spray.

That's perfectly acceptable considering that my character has trash gear, doesn't have innate magical protection as a human, and had zero protection spells up at the time. With resist elements or sanctuary, I could easily take 5 to 6 magmas on my mercenary and that's assuming I don't quaff any heal potions.

Given the number of ways a character can be instantly killed on this game (backstab, cleave, FoD, petrification, voodoo, charge, etc), I find it amusing that people are getting up in arms about a spell that can be stopped by a variety of abilities spread out across multiple classes.

I'm all for PvP combat lasting longer. Otherwise, I wouldn't have suggested the nerfs to my own class. But it's not like warlocks are out-of-line with other classes in their ability to kill. It will take them 4 to 6 rounds, which is typical of most classes.

The reason so many people are crying is because their invulnerability to warlocks via enchanting has been nerfed. There's still plenty of ways to protect yourself against magma spray and enchanting will still help a lot (i.e. reflex), but it won't make you immune to warlocks anymore.


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PostPosted: Thu May 08, 2008 9:19 am 
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The only reason I complained is that the fight was literally two rounds long, not four to six. In four to six rounds, I at least feel I can do something. It's usual for my fights with fighters to last four to six rounds. Two is just disheartening. That's two rounds and losing against a naked foe. He didn't win through better preperation, he didn't win through any clever use of tactics (unless you count "c magma brutish" to be exceptionally clever), he won through the sheer power of magma being nearly an insta-win against my hellion. Even with reflex, he's doing 25% or so a round. Three rounds tops before I flee or die, and that's with no casting because the only thing I have fast enough to get in is cause light.

At least with voodoo it renders the caster highly vulnerable and damage can be soaked through enchants. At least with cleave you have to be able to reach them, and they can dodge and shield block it. At least hammer's skill is a cabal skill and only usable with certain weapons and they can dodge and shield block it. Backstab also has a few ways to guard against (staying alert, pet in back) and it can be dodged. FoD and Pet have already been discussed. They don't land against almost anyone with a decent kit.

As much as it may not seem so, I want warlocks to be a viable pk class. I don't want to be invulnerable to them, it's no more fun that way than having them kill me in two rounds. I would however, like to see them upgraded in other areas. I think it's ridiculous that all one has to do is jump behind an elemental and spam magmar.


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