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In this case looking at his log there wasn't a way out of that shatterplex/aeonfield/amnesia combo for him. He tried to smoke after getting hit, it was hit by amnesia and his second action didn't go through in time to stop the d…
@Yarith Was there a reason you were focusing me in that fight? I mean Sluelugh's hindering alone was pretty good. That combined with the other stuff locked do…
Kether/Violet the rubies @Rolsand 7 rubies is basically you set up for an fairly likely to work instant kill combo, unless you can time a hinder on every single ae…
Mags been pretty good for rp from an outsider's perspective. I've not seen their guild/city aether though. Only mild criticism is squads are IC which I think wasn't common knowledge in some circles but once people were informed it cleaned up.
Motes of energy dance around a crystalline power node that pushes up from the ground here. and A crystalline power node pushes up from the ground here.
Are the two look/ql lines that I use to tell me to stop or not start so to s…
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Well the current succumb in group combat is in the first few seconds, my idea would change it to eight. It may not sound like much but its a big difference, Enough time to recover from a stun and tumble out.
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Running away from an instant kill is a very real issue for many instant kills and classes. Or shielding against some. On top of that MD's already have a few ways of pinning or hindering people down and you do have to kind of work towards a…
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the numbers are too high though your in toad range a split second after a single stun. Succumb, tick, toaded\absolved\wracked by an ally. If you lower the numbers to reasonable levels for group combat it's going to be super useless so…
Ok just had a totally random idea on succumb as you asked.
How about this for making it fun, powerful and interesting but not super crazy in groups because the issue that it seems to be having is to be good solo its going to be insane for…
Exactly it takes a long time to fix things. Succumbs numbers were insane when they came out and envoys like falmiis and others said so at the same. Its taken two months to get an initial report to the drafting stage and it'll take longer to put in a…
Its been many months since people have requested a fix on it though. Similar to how its been a long time since people have been requesting adjustments to monks. Plus report 1583 Solution 1 wont fix the issue of group succumb throwing out 5k+ mana ti…
As far as I can tell the "issue" is people getting killed by large groups easily?
Well there is an existing counter to this already in that your group saves you with protection or movement skills or kills the enemy targets faster than you…
We were kind of rushing into your melded area for no reason other than to have a fun fight. We had the upper levels melded and trapped up but kept charging into your meld in the lower levels and getting our team split up. We should have just left yo…
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But we don't want to leave them as useless though, its why I say fiddle with the instant kills. Like Tahesto with warrior+ damage would be a kind of perfect level to aim for I reckon. They have good afflictions and a very viable…
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Fair point actually, we can look at monk damage on a class by class basis. There isnt really any need to do it game wide. Envoy report for each class to balance out their skills, instant kills and damage. All monks dont have to …
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True but thats because they have damage to do it. They need enough damage to force you to sip health and enough bleed to drain your mana to 0 then they can final sting solo. Take away the damage and then they become pureblade pre exsa…
I mean some monks like tahetso would do alright with no damage at all but most of the others are stuck with damage as their only viable kill route. It'd be like a warrior without a instant…
I'd imagine you'd need to be tweaking the instant kills and afflictions as well of monks if you were reducing the damage. It seems a bit tricky as without damage most monks cant really do anything. I mean tahetso would still be very viable even if i…