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  1. #1
    Community Member licho's Avatar
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    Jan 2011
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    Default How short shoudl instadeath be?

    Just a thought which recently hit me is that cooldowns or instadeath spells are very short in comparison to what they can do. And cycling around only death spells is quite effective. Futhermore the flow of hit-recharge is more safe since once enemy is killed we can wait, and time dosnt matter.
    The conclusion is that cld of Death spell are too short, and its one of reason why casters are little up now.

    This topic was bring to public many times, and generally sensible arguments have hard times on forum.

    So to bring it back, i see this way:
    Any single target Save or Die: 15 sec
    Multi target SoD but with restricted target (banishment, UtD) 45 sec
    All around kill them all (CoD, Wail, Implosion) 60sec

    The sorcs will get their cld reduction here ofc. So good for them, while wizzards/clerics will have more slots to cycle spells.

    WHile it looks like nerf and all, i think, and for me personally it will be (i have wizz as well) more interesting, since the flow of death spells is less stable there will be some blank spot, when i need either CC to wait for cld go down, or use some other spells. WHich will result in better gameplay.

    It will also open the way to some more strategical aproach, "should i FoD this 10% caster spanked by melee or tab to some fresh target to use my spell effectivly".
    But do we want interesting gameplay or just easy?

    My 3 plat.
    Last edited by licho; 01-27-2012 at 08:32 AM.

  2. #2
    The Hatchery Aurora1979's Avatar
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    Nov 2009
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    Default

    Its all arbitary really.

    I cast mass hold monster, wait while melees beat down,

    I cast insta-kill, wait while I cool down,

    I cast WoF and run round in circles till mobs are dead.

    Same result different spells.

    Casters are so tough because magic is supposed to be the pinicle of harnessing power to destroy your enemies.

    Do melees need buffing? absolutly, but this is just another nerf the casters thread that wont really solve anything just switch tatics. Like U9.
    Quote Originally Posted by xanvar View Post
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  3. #3
    Community Member Denegrator's Avatar
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    Mar 2010
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    Default

    Quote Originally Posted by Aurora1979 View Post
    Its all arbitrary really.

    I cast mass hold monster, wait while melees beat down,

    I cast insta-kill, wait while I cool down,

    I cast WoF and run around in circles till mobs are dead.

    Same result different spells.

    Casters are so tough because magic is supposed to be the pinnacle of harnessing power to destroy your enemies.

    <snip>
    What he said. (corrected spelling btw. )

    Catsers should be top of the food chain at highest levels. I play a melee, and it can be incredibly frustrating at high level when you've got a group of casters obliterating everything that moves, but you learn to adapt to a support melee role.
    Hello, hope all is well. And if it isn't, sorry about that.

  4. #4
    Community Member dotHackSign's Avatar
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    Oct 2009
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    Default

    Casters were always meant to be powerful in theory, yes, but it was always limited but the number of spells they could memorize... Melee was needed to guard the casters and allow them to use their power when it was needed most. Typically bigger guns would be saved for the larger threats or those "oh ****" moments when things went south. With the mana system and mana pots turbine has implemented, this has been bypassed. In my eyes, this will always be the source of the melee/caster imbalance.

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