After the change, what exactly does FoM prevent besides hold person/monster? I know pugs will continue to ask for it for a number of things it will no longer prevent and I don't want to be one of those pugs
Kaarloe - Degenerate Matter - Argonnessen
Well, that is easy, just assume it ONLY prevent hold person/monster and you are on the good side
As far as web goes, I fear it will not prevent you from being hold in a silky glue like fiber from a web neither. While it is cast as a spell it is conjuration (creation) and therefore physically create the entanglement, like the grapple from the earth grab. As one already said by someone else, along with Remove Poison another free spell slot on a Cleric/FvS...
To me Earthgrab would be considered a grapple, and you should automatically be able to beat it. Also chaps my hide that the new traps slow effect should also be stopped by FOM.
http://www.dandwiki.com/wiki/SRD:Freedom_of_Movement
Freedom of Movement
Abjuration
Level: Asn 4, Blg 4, Brd 4, Clr 4, Drd 4, Liberation 4, Luck 4, Rgr 4
Components: V, S, M, DF
Casting time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
Material Component: A leather thong, bound around the arm or a similar appendage.
Master of the Tower
http://forums.ddo.com/showthread.php?t=203205
FoM definitely still protects from grease. I didn't run into any web spells on Lamma and cannot verify that one.
So all the evil greasers out there are still sol.
Only prior to level 7. After level 7, all mobs' weapons will be enchanted, and thus be considered a "magical death effect". However, you will be protected from death by chaining too many dirty kobolds down at one time.
FoM is now called "Freedom of a level 4 spell slot". Sadly, my Bard has nothing better to take there.
Anyone who disagrees is a Terrorist...
Cthulhu 2020 Never settle for the lesser evil...
I can't see how this would make the game more fun... Best case scenario, it adds nothing but a mild frustration.
There's a reason why most players hate air elementals ( unrelated to FoM, but the point still stands ) and earth elemental ( unlimited range, no line of sight earthgrab ). Now we add spiders ( web ), ice flensers ( slippery surface ) and more to the fray.
Whoever thought this change needs to be slapped hard with a d&d 3.5 player's handbook.
These little, pointless, unnecessary changes, done for the sake of it, are those that irk me the most. Even more so when disregarding the ruleset this game is based on, does not improve the fun.
Is this because we are running through the all bear traps and not appreciating all the new content and not stopping to look once in a while, at least we'll have too now.
~Illarvan~ Rog 4| ~Madabar~ Src 25 | Leader of HaM | Raphaela Clr 23 | ~Cerebal~ FvS 25
~Minxe~ Barb 23 | ~Thevillage~ Art 23 | Dulcia Pal 23 | Saucie Rgr 23 | Knomdam Monk 23 | ~Floozy~ Ftr 20 | Taruz Wiz 20 | Malinder Rog 20
We are recruiting!
I think this is what the devs have lost sight of. In the effort to make it more "challenging" for the top tier players, they've removed a lot of the "fun" from the game for everyone else.
I simply don't understand this incessant need to reduce the effectiveness of spell after spell, update after update.
Well it's not so much "challenging" as "Hey we introduced some shiny new mechanics and gimmicky effects. What?!? There's a spell that allows players to bypass that?? NERF NERF NERF IT TO THE GROUND".
Poison/Disease Immunity: Instead of making mobs have an "skill-shot" which allows the player to avoid or migrate using player skill and experience, they took the easy path and just removed Poison/Disease Immunity from equipment and WF/PM racials.
FoM: This would have probably blocked the Drider Web Line and bears traps, so guess what NERF NERF.
Sarlona: Facerollnuds(23Sor) - Bonknuds(17Clr/3Mnk) - Rushnuds(20FvS) - Tasteslike(20Sor)
Squishynuds(13Wiz) - and 100 other mules/gimps :P
[Solo Guild - Team Nuds] Feel free to blacklist/friend/whatever.
Being on your back or not being able to do anything is not fun; it's caveat. I get that immunity can work both ways to eliminate some variability in encounter design - both on the player AND opponent side.
These changes are still "blanket" responses.
If the problem is that FOM is too readily available, cut the duration or increase the SP. It isn't like there are a bazillion items that grant it.
Ghallanda - now with fewer alts and more ghostbane
Wait, so they first broke earthgrab for everyone because it didn't work on WF. Now they just broke FoM altogether because screw immunities. Hey, turbine, there's already things that ignore FoM (horned devil chains that Suulo does come to mind), why not implement that kind of stuff for hard boss encounters? Why instead just completely break a spell?
For crying out loud, this is again the same thing as disease/poison immunity. I'm still waiting for WF to lose the -2 to wis and charisma, since half of their immunities are gone by now. I'm betting that after this FoM nerf even their paralysis/sleep/flesh to stone immunity is nerfed hard.
Last edited by Truga; 07-09-2012 at 07:39 AM.
Imperium Sacrum, Thelanis
If you aren't playing with others, you're just playing with yourself.
Aachener Arcanabot Bayerische Burgundian Etaijin Hannoverian Holsteinian Koelner Liladrache Pzkpfwiiil Savoyer Schlesien Silesian Tyrolean Westphalian
My bigger issue isn't the adjustment of things to create balance, but the kinda sideways direction things are being changed.
The first poison/disease notion was horrid - the current one at least is somewhat thematic with D&D and achieves a balanced blend of capability based on the scales involved (HP and time are very different than PNP). With Wail, instead of adjusting the cooldown or increasing the SP cost, their gut reaction was to whole-sale change every death effect at first.
This FOM change is heading down another initial path that looks and feels "bad".
Ghallanda - now with fewer alts and more ghostbane
I understand the devs are making changes like this to increase flexibility, but I am starting to get concerned that they are doing them to encourage the flexibility of checking out other games, by other companies.
This particular one makes zero sense in my book, it is not like FoM is available to a lot of classes, and has been previously mentioned it is at a level where it is only slotted for its usefulness, take that away and there is no reason to slot it.
I would be concerned that it will not work on the ice patches for ice renders or on sleet storm's ice.
I would also be concerned that the next nerf will be to turn Underwater Action items into +10 Swim items.