
Nerf shadowform and manhole
#1
Posted 24 March 2011 - 02:01 PM
#2
Posted 24 March 2011 - 02:04 PM
#3
Posted 24 March 2011 - 02:32 PM
#4
Posted 24 March 2011 - 02:47 PM

#5
Posted 24 March 2011 - 02:57 PM
#6
Posted 24 March 2011 - 02:59 PM
#7
Posted 24 March 2011 - 03:08 PM
#8
Posted 24 March 2011 - 03:11 PM

#9
Posted 24 March 2011 - 03:13 PM

Edited by Braska, 24 March 2011 - 03:15 PM.
#10
Posted 24 March 2011 - 03:14 PM
What you SHOULD do, is continue to hit them without a weapon until dead.
#11
Posted 24 March 2011 - 03:23 PM
#12
Posted 24 March 2011 - 03:25 PM
Braska makes this up.
What you SHOULD do, is continue to hit them without a weapon until dead.
Dammit, now everyone is going to be -_-ing elite because you told them the secret =/
#13
Posted 24 March 2011 - 03:27 PM
If you see a shadow chaser just put in the cheat code... alt-f4. Works every time.
Did that in labs once. I still died.
I slow.
#14
Posted 24 March 2011 - 03:39 PM
#15
Posted 24 March 2011 - 03:48 PM
Prevent use against players on non WoE/PVP maps. Instantly fixed.
That's not even what the OP was complaining about, but I disagree with removing it on any map.
It's got just as many positive things that it can be used for.
#16
Posted 24 March 2011 - 03:53 PM
#17
Posted 24 March 2011 - 03:54 PM
#18
Posted 24 March 2011 - 03:54 PM
Shadow Form has a TON of downsides if you're not being a moron.
Manhole just sucks period, especially in Battlegrounds. xD
#19
Posted 24 March 2011 - 04:39 PM
lost exp due to that on 149 and the guy does it over and over again
or just disable manhole completly everywhere exept in woe
#20
Posted 24 March 2011 - 05:42 PM
+1If you see a shadow chaser just put in the cheat code... alt-f4. Works every time.
#21
Posted 25 March 2011 - 12:38 AM
That's not even what the OP was complaining about, but I disagree with removing it on any map.
It's got just as many positive things that it can be used for.
Kinnay was suggesting that these skills not work on PLAYERS outside of woe/pvp environments. Which makes PERFECT sense in all aspects as it's only purpose outside of woe/pvp is to grief other players (when used on other players). If SC wants to use these skills on others then allow on their party members only and NOT other people to keep them from comping for MVP's or grief their leveling. SF and Manhole should function in the SAME way as Soul Exhale in all aspects related outside of woe/pvp.
#22
Posted 25 March 2011 - 05:06 AM
as for shadow form... well i got to kill my guild leader that one time >> but its a counter/deathbound it should have a downside, sortof a bite you in the ass aspect
#23
Posted 25 March 2011 - 06:48 AM
#24
Posted 25 March 2011 - 07:45 AM
#25
Posted 25 March 2011 - 10:04 AM
And this is a bit of personal gripe, but i would like people already in a manhole be immune to being affected by another manhole, and you cannot cast another manhole on top of the 3x3 cells of another manhole. However, doing this will require other disabling skills to be tweaked a bit, just to be fair, like white imprison. Make it so that you cannot cast white imprison on a already white imprisoned target.
On the topic of nerfing, Why hasn't mandragora howl been looked at right now? 50% of MAX sp seems a bit rediculous, considering 2 mandragora howls successfully applied to a target will make them drop to 0 sp without question. And this is a FULL SCREEN effect type skill. The resistance against it is completely laughable that you might as well just use it again to get past the average 20% resistance you can get to it. It's a skill with a natural chance of 85 (or 75% chance), with it being reduced by vit and luk at a 0.1% per point. Even with the resistance, you still have a whopping 65 or 55% chance of being affected by it regardless.
I propose that mandragora howl instead does the following effects: Reduce 50% of CURRENT sp on affected targets. Apply a 0.5 second fixed cast time to all skills, and Slow casting level 5 (which will stack up with the 0.5 seconds fixed to increase it to 1 second). That way slow casting will then be further effective on targets with already fixed cast time on their skills, and less effective on those who do not depend on skill casting as much. To balance this out, the Fixed casting formula will need to be tweaked, and ESPECIALLY LOOKED OVER FOR 3-2 classes, considering the majority of 3-2 classes don't have much in the way of fixed cast time.
Oh and edit the resistance to mandragora howling to be 0.2% per point of vit and luk (so targets with 100 vit and luk will get a 40% resistance to mandragora howling, reducing it to a much more feasable 35-45%). To balance it, Double the drop rates of mandragora pots worldwide, so that you can get more of it easily.
Edited by SethTheSecond, 25 March 2011 - 10:07 AM.
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