cdemeritt
09-15-2009, 02:56 PM
Dear Devs,
I've been playing now since mod 5. Starting in mod 6, you introduced the devils and orthons with their teleport. Not the first mobs with teleport, but the most annoying. Since mod 6, Devils have been appearing everywhere, and seems that there will be no end in sight to the devil armies. While the complaining about the rate of popping around seems to have lessened, I'm not sure if it is because you've slowed them some, or that we've just gotten better at fighting them. Thank you for the change that allows me to keep a target lock on said mob when it ports, and at least lets me finish a spell that was started before they popped, instead of the error:no target.
However, since we seem to have Devils and Orthons for the forseeable future, A new spell might be in order, that I believe would be a hit with both melees and casters alike.
An Anti-Teleport field. AOE about the same size as a hypnotic patterns spell, Blocks the teleport ability but does not affect anything else, or in any way impead their movement. they can still run around like they want, but once in the field, they cannot port, nor can they port into the field. (kind of how a beholder blocks spellcasting while looking at you)
Duration :30 secs. + 6 secs per caster lvl (not needed much longer, as most fights will be over much faster)
Cooldown: to prevent over spamming of an area such as the shroud, a 30 sec cooldown.
Spell Lvl: 5, personal bias here, very few lvl 5 spells I want,. and also about the time you start running quest
with teleporting mobs.
Mobs affected: Any that use magic to teleport: Orge mages, Devils, Orthons, and possibly phase spiders, as well as any others.
Mobs not affected, Any that burrow such as scorpions, Rogues, undead, and any other non-teleporting creatures
I've been playing now since mod 5. Starting in mod 6, you introduced the devils and orthons with their teleport. Not the first mobs with teleport, but the most annoying. Since mod 6, Devils have been appearing everywhere, and seems that there will be no end in sight to the devil armies. While the complaining about the rate of popping around seems to have lessened, I'm not sure if it is because you've slowed them some, or that we've just gotten better at fighting them. Thank you for the change that allows me to keep a target lock on said mob when it ports, and at least lets me finish a spell that was started before they popped, instead of the error:no target.
However, since we seem to have Devils and Orthons for the forseeable future, A new spell might be in order, that I believe would be a hit with both melees and casters alike.
An Anti-Teleport field. AOE about the same size as a hypnotic patterns spell, Blocks the teleport ability but does not affect anything else, or in any way impead their movement. they can still run around like they want, but once in the field, they cannot port, nor can they port into the field. (kind of how a beholder blocks spellcasting while looking at you)
Duration :30 secs. + 6 secs per caster lvl (not needed much longer, as most fights will be over much faster)
Cooldown: to prevent over spamming of an area such as the shroud, a 30 sec cooldown.
Spell Lvl: 5, personal bias here, very few lvl 5 spells I want,. and also about the time you start running quest
with teleporting mobs.
Mobs affected: Any that use magic to teleport: Orge mages, Devils, Orthons, and possibly phase spiders, as well as any others.
Mobs not affected, Any that burrow such as scorpions, Rogues, undead, and any other non-teleporting creatures