Posted by Infernal on 09/16
ok did some testing with roots and what not. I was starving for
over a hour RL time so I was at max starving and dehydrated.
all I could eat was 11 roots from dead starving and that was
a shock to me. I thought I could eat like 15 at least but only 11 is
just nuts. If I got lets say 30hps a root thats 330hps and thats it
can get anymore hps for a long time dont know how many ticks
I gotta wait but im pretty sure its like over 4 ticks.
I think the root fill value needs to be dropped so I can eat at least
25 of them. We creates already gonna have 100less hps than a cause
due to the fact that the cured filet fills a whole lot of food
value, thus taking away my ablity to heal, while a cause gets full
potental from it. Please let roots fill value go down this is really
not funny. If your worried about people stocking up on the roots
drop the timer on them to like 4 ticks or something.
Infernal Hellfire 3rd circle create that needs a boost
Friday, September 15 2000, 08:23AM
25 roots is entirely too much for the mana cost of that spell. I
am one that agrees with Ea in that I do'nt think that comparing
the two different schools is something that should be done. They
are different, and do different things.
And before anyone asks, I have 3 create mages that I play. =P
Friday, September 15 2000, 04:19PM
well ok 25 is too much give me 20roots, and you have to compare
the two mages because they have just about the same spells
and how often do you hear someone say whats Better cause or
create and I bet that youll hear Cause way more than create.
I honestly would never say create cause like I said before
there is nothing I can do with a create that I cant do with a cause
except for preserve. With a cause I can do some of the things
better than a create.
Friday, September 15 2000, 09:50PM
Why not 25? why not unlimited? it's not like you'll never run
out of mana.. make them poof faster & up the mana cost.
Saturday, September 16 2000, 05:25AM
I personally think the roots are fairly good the way they are, but that's
just looking at roots. Overall in pk, there is, or was at least for me,
more importance placed on healing than other spells than a mage who was
cause. 6 ticks is still plenty long if you give up the idea of going
full mana AND having roots -- something practically unnecessary unless
you are planning to throw dispels every chance you get or something.
As poetry pointed out, roots with less fill value or that last longer
would be quite devastating. It would bring back chars like the old
Dune or Agni who could simply carry 10-30 roots in a bag and eat all
As it is though, charmies are relatively 'tough' to use in combat. You
can sink them, true, but a simple throw vial or a dipped arrow (500 rent
cost?) can negate them quickly, not to mention various flag-agg mobs.
The damage they inflict is fairly negligible, their only use mostly being
tanking.. (swords are nice, but that's cause) Soooooo, what would make
it seriously interesting is if these charmies all had the rescue skill
when they were summoned. If it's a 3c dop or a 3c charmie, they could
be given an additional skill which could be "ordered." Course you couldn'
order while bash-lagged or staggered or paralyzed, and their stats
should be relevant to the mages' mind (100mind mage making triple 100
stat charmy? ugh)...
Or it would be interesting if you could order them to do their acts
too. Their skill lag should prolly be different from their players..
argh. My point is that create healing itself is fine, it's just that
their other options aren't as 'sexy.' Just make other options more
attractive, and we won't have to bother dealing with this while
creating something far more interesting :p