Shattered Kingdoms

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PostPosted: Mon Jul 14, 2008 1:39 pm 
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Why is blindness so debilitating by the way? It's not as if it'd be much less effective if it was possible to take things out of your container with a short lag time


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PostPosted: Mon Jul 14, 2008 1:46 pm 
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I really like the idea of making maledictions require very low amounts of concentration. It's an elegant solution to NPC usage of the spells, and I don't see it as being a significant nerf to classes that depend on maledictions, provided the required concentration is quite low.

Dulrik wrote:
You can't make most malediction spells concentration because then the victim can just relog and make the spells go away. I'm pretty sure sleep only works because you can't quit while under magical sleep.

Couldn't the spell convert to a time-based effect once someone logs? That is to say, if a player logs while under the effects of blindness, she keeps the effect and the caster doesn't have to hold concentration. Once logged back in, the spell could last some arbitrary amount (15 minutes), or for as long as it would have lasted if concentration had never been broken (assuming that once cast, a malediction doesn't last infinitely, until released). Either way, the incentive to log out to avoid the effects of the malediction are eliminated.


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PostPosted: Mon Jul 14, 2008 2:01 pm 
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Salandarin wrote:
I really like the idea of making maledictions require very low amounts of concentration. It's an elegant solution to NPC usage of the spells, and I don't see it as being a significant nerf to classes that depend on maledictions, provided the required concentration is quite low.

Dulrik wrote:
You can't make most malediction spells concentration because then the victim can just relog and make the spells go away. I'm pretty sure sleep only works because you can't quit while under magical sleep.

Couldn't the spell convert to a time-based effect once someone logs? That is to say, if a player logs while under the effects of blindness, she keeps the effect and the caster doesn't have to hold concentration. Once logged back in, the spell could last some arbitrary amount (15 minutes), or for as long as it would have lasted if concentration had never been broken (assuming that once cast, a malediction doesn't last infinitely, until released). Either way, the incentive to log out to avoid the effects of the malediction are eliminated.


I could see this being a problem during pvp. I know when I played my last darkie, I relied on my character being able to maintain it's concentration for as long as I required it to. Whether it required sleeping, resting, sitting or whatnot. Having my victim weasel out of one of my maledictions would certainly throw a wrench in my gears. Personally, I forsee that being highly abused. Fifteen minutes is a fairly good time limit if we didn't considered PK at all.

I must side with the fact that most people, even without longterm experience of dealing without sight, would be able to discern significant items within their backpack. I could see a save vs. throw type idea put into affect. Perhaps someone attempts to retrieve a 'cure blindness' potion from their backpack. Allow a rate of chance, perhaps based on INT, WIS or DEX if not a combo, that you would end up pulling out a different potion from your backpack. The same idea would go for a wand, stave or even herb. You must judge your situation against the chance you might pull out a stave of energy drain instead of heal or cure blindness, or a herb of cure disease instead of blindness.

I think that alone would balance things out imho.


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