View Full Version : Alternative Impolsion Mechanics (more like D&D)
Angelus_dead
09-07-2009, 12:08 PM
There have been some complaints (http://forums.ddo.com/showthread.php?t=198862) about the mechanics of the new Implosion spell. The root of the problem is that the DDO software doesn't handle the concept of one spell that takes multiple actions to control it. You cast something once, and then your input is done. Following is a suggestion to change this, so that Implosion (and similar spells, such as a Druid's Call Lightning) can work more like they do in D&D.
1. Keep the "Implosion" self-buff, but it no longer has a periodic pulse killing enemies. Instead, it becomes an ablative buff (like Stoneskin), which has both an expiration countdown and a "charges left" number on it.
2. The Implosion spell now requires an enemy target to cast. When cast, the current target suffers an implosive doom, and if you don't already have one you gain a Implosion self-buff for 12 seconds, containing 3 charges. Optionally, the buff could be Extended.
3. When you cast Implosion, it only costs spellpoints if you did not have an Implosion buff on you. If you did have an Implosion buff, then the buff has one charge deducted in lieu of the spellpoint cost (and no buff is added).
See how it works? The idea is that Implosion will function basically as a single-target instakill spell, except that casting it once entitles you to three more near-term casting without additional mana cost. From that basis, adjustments can begin to make it balanced for DDO gameplay.
Angelus_dead
09-07-2009, 12:13 PM
Once you understand the above system, I must mention a complication required to avoid a moderate exploit: What happens if someone starts with a normal Implosion, then activates Heighten for his 3 free casts?
To avoid that kind of thing, the Implosion buff needs to store a little extra information with it: either the metamagics used on the spell, or the spellpoint cost it had. That data is compared against the active metamagics when you cast a new one, and if the spellpoint cost has gone up then new casting starts from scratch, instead of using a charge from the buff.
Visty
09-07-2009, 12:20 PM
Once you understand the above system, I must mention a complication required to avoid a moderate exploit: What happens if someone starts with a normal Implosion, then activates Heighten for his 3 free casts?
you cant heighten it anyway as its a lvl9 spell already :p
cant comment the rest cause i havent understand it totally yet
Angelus_dead
09-07-2009, 12:42 PM
you cant heighten it anyway as its a lvl9 spell already
Yes, but the mechanic would also work for any other spell that allows you to produce an effect X number of times, including many Druid abilities such as Call Lightning.
cant comment the rest cause i havent understand it totally yet
It's really very easy:
1. Make Implosion into a single-target instant death spell.
2. But when you cast Implosion once, you get the next 3 castings for zero spellpoints.
That means that in terms of kills-per-second it's like a single-target spell, but as kills-per-spellpoint it is multitarget.
likuei
09-07-2009, 05:14 PM
Can you point me in the direction of where someone said there was a problem with Implosion not working as intended; needs to be nerfed; over/under powered?
As far as I can tell and to the dlight of clerics all over, its an AWESOME addition to the cleric spell list, a much needed spell. With Harm being poor, poison getting nerfed (CON kill was nice) and weak flame spells, there needed to be something that killed the void of good upper level damage/kill spells.
While clerics do get Comet fall and Destruction, that does not help that Null specc'd is pointless and there are no other options.
BlackSteel
09-07-2009, 09:45 PM
the only real complaints were the cooldown and lack of interaction with extend. And you want to completely redo the mechanics ofthe spell?
no sense at all
Angelus_dead
09-07-2009, 09:54 PM
Can you point me in the direction of where someone said there was a problem with Implosion not working as intended; needs to be nerfed; over/under powered?
I already did that. That's why the word "complaint" above is a clickable link.
likuei
09-08-2009, 04:20 AM
I was also under the impression, by how you were suggestion that the whole spell needs to be revamped, that it was being nerfed by the Devs (something that does NOT need to happen BTW).
OK, I read your previous complaint, and you are correct, the spells cooldown should be shorter, or the spell should be 12 sec instead of 8 sec. I personally like the self cast as it allows me to drop a bbarrier while its running to clean up whatever is left, or cast a heal if the porters (ie. the Vale) make their saves. While it could use a nudge as a longer spell (since casting time is counted against the counter), it really isn't broken (other than the wall/door thingy)... why mess with it?
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