Room Silence vs. Targetted

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belleshel
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Room Silence vs. Targetted

Postby belleshel » Tue Dec 30, 2003 2:28 pm

I always thought room silence was pretty damn powerful, but it's been replaced by something far more powerful. Targetted silence has gotten crazy powerful. Most fights the mob casters are silent before round 3.

At the same time the value of timely sping has dropped. I'm starting to think room silence would make the mud much more intresting. For the ele/druid spells change them to a extremely short duration targetted silence with a slightly higher chance to land (3-5 rounds).

This forces melee to become a bigger part (any part) of the game when used. It also forces groups to work better, makes many mobs less twinkable.

Forced tactic changes rule.

Belle
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Postby Gormal » Tue Dec 30, 2003 3:12 pm

Amen.
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Postby Hyldryn » Tue Dec 30, 2003 3:45 pm

Yeah, but room silence will end up lowering the variety of what can happen in a fight.
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Postby belleshel » Tue Dec 30, 2003 3:52 pm

Hyldryn wrote:Yeah, but room silence will end up lowering the variety of what can happen in a fight.


Actually I think it's just the opposite. Now your casters silence the mob casters, then you nuke the heck outta the place (yawn). You now have the option of trying to stun/sp mobs, and use your casters, or If the room is silent (you don't have to silence), you have to rotate tanks, rescue, pay attention to detail more, strategy.

Also having the room silence duration very random would be fun!
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Postby Gormal » Tue Dec 30, 2003 3:58 pm

This would give way to mob procs that work in silence needing to be stopped/working around... mmmmm
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Postby old depok » Tue Dec 30, 2003 4:25 pm

Welcome to Seelie.

Only difference is you don't silence you stun.
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Postby Corth » Tue Dec 30, 2003 5:00 pm

Room silence sucked. No fun at all for casters. The gods might want to consider removing silence altogether and perhaps upping SP.. and also give something back to clerical classes. Alternatively, lowering the success rate of targetted silence would also work.. heh

Corth
Having said all that, the situation has been handled, so this thread is pretty much at an end. -Kossuth

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Postby Yayaril » Tue Dec 30, 2003 5:02 pm

8)

I think removing bash would be a good first option. Bash is an outdated artifact from older muds that needs to get the boot.
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Postby belleshel » Tue Dec 30, 2003 5:04 pm

Yayaril wrote:8)

I think removing bash would be a good first option. Bash is an outdated artifact from older muds that needs to get the boot.


Actually I think bash is one of the very few balanced skills in the game.
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Postby belleshel » Tue Dec 30, 2003 5:06 pm

Corth wrote:Room silence sucked. No fun at all for casters.
Corth


Crazy area damage is no fun for meleers. So much fun, by the time the prime target has died all the other mobs in the room are ph/awful. It wouldn't be something that would be used a lot, but if you wanted to stop a bunch of mob casters for a time..

Removing all silence works for me too;)
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Postby Corth » Tue Dec 30, 2003 5:08 pm

belleshel wrote:
Corth wrote:Room silence sucked. No fun at all for casters.
Corth


Crazy area damage is no fun for meleers.



Correction. Crazy area damage is no fun for anyone who enjoys playing a game that requires skill....

I was in no way advocating that we increase area damage :)

Corth
Having said all that, the situation has been handled, so this thread is pretty much at an end. -Kossuth



Goddamned slippery mage.
belleshel
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Postby belleshel » Tue Dec 30, 2003 5:18 pm

Corth wrote:Correction. Crazy area damage is no fun for anyone who enjoys playing a game that requires skill....

Corth


Agreed. I was just trying to push an idea that would require more tactics then what is currently employed. Anything that would make the mud a more reactive, dynamic environment would be awesome.
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Postby rylan » Tue Dec 30, 2003 5:30 pm

Try doing zones like Seelie where the mob procs regardless of what you to do it. So with a combination patrol + caster faerie group, its instant spank because you either get aread to death from the mob casters, or pris proc'd to death when you silence the room and can't remove blind/para or heal anyone. And Bell the reason we get the mobs silenced in the first couple rounds (usually) is because we take people who know what they're doing. We cast curse/hex immediately, and have about 4 people casting silence spells at the mob, and I still see mobs get a nuke off regularly even with all of that.
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Postby Jegzed » Tue Dec 30, 2003 5:32 pm

Why not just remove all area spells for players?
/Jegzed - Sorcere Master - Crimson Coalition
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Postby mynazzaraxxsyn » Tue Dec 30, 2003 5:51 pm

Let just remove all spells and classes and make everyone a rogue and give them 2 khanjaris.
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Postby thanuk » Tue Dec 30, 2003 6:57 pm

mynazzaraxxsyn wrote:Let just remove all spells and classes and make everyone a rogue and give them 2 khanjaris.


Im a bit dissappointed dude. I was counting on you for a "bring back monks" post.
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Postby mynazzaraxxsyn » Tue Dec 30, 2003 7:13 pm

thanuk wrote:
mynazzaraxxsyn wrote:Let just remove all spells and classes and make everyone a rogue and give them 2 khanjaris.


Im a bit dissappointed dude. I was counting on you for a "bring back monks" post.


I was trying for something new here. But since you mention it, we just need 3 classes on the mud, sorc, merc and MONK!

[edit]We need 'zerkers too, sorry forgot them.[/edit]
Lilithelle stops using a softly throbbing piece of flesh.
Gura group-says 'ill go solo the biznatch, just don't tell Stamm'
Kossuth responds to your petition with 'is it bad that the two words i think of when i see yer title are hottub and cthulhu? :('
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Postby belleshel » Tue Dec 30, 2003 7:54 pm

rylan wrote:Try doing zones like Seelie where the mob procs regardless of what you to do it. So with a combination patrol + caster faerie group, its instant spank because you either get aread to death from the mob casters, or pris proc'd to death when you silence the room and can't remove blind/para or heal anyone. And Bell the reason we get the mobs silenced in the first couple rounds (usually) is because we take people who know what they're doing. We cast curse/hex immediately, and have about 4 people casting silence spells at the mob, and I still see mobs get a nuke off regularly even with all of that.


Sorry but you could take chimpanizees and the mob would get silenced. It doesn't take any 'skill' or even any thought to do what we do. Yah a casting mob 'might' get off 1 spell, jesus when did we get so wimpy.
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Postby rylan » Tue Dec 30, 2003 10:30 pm

Go back to 1w and stop trying to get clerics downgraded, geez!
belleshel
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Postby belleshel » Tue Dec 30, 2003 10:38 pm

rylan wrote:Go back to 1w and stop trying to get clerics downgraded, geez!


1w is for newbie rangers, I stay at Clerics Path.
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Postby Delmair Aamoren » Wed Dec 31, 2003 2:49 pm

omg a room silencE? we'd have to survive on melee damage? omg! no! we'd never do casters again.

As long as room stun spells are available, room or targeted silence make little difference imho. except on the really big mobs that aren't stunnable.

Overall i see this change as low impact, and as hyldryn mentioned, it would remove some variety from what can happen in combat.

Interesting thought would be, how is MR going to affect this? if it's cast on a room, does it use the rooms sv_spell? can the mobs/PC's inside resist its effect since it IS magic? bleh, too many questions!
belleshel
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Postby belleshel » Wed Dec 31, 2003 2:54 pm

Two other ideas:

1) Make some spells not require a verbal component. Something like heal might be castable in silence, but Full heal couldn't. Force missiles couldn't but meteors could. Ect. Would take some work thou.

2) Better yet, silence shouldn't cancel all spells, make it reduce your failure rate (on all circles) based on your level. You could cast any of your spells but the higher your level, the better chance that your spell actually works (i.e. you know how to get a spell cast without verbal components). A low level mage silenced would fail just about all his spell attempts, but a high level mage might only fail every few spells.

Just a thought.
Belle

Also I as I posted, I see the opposite, it would add variety, there would be different ways to attack fights, right now there is really just 1.
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Postby mynazzaraxxsyn » Wed Dec 31, 2003 3:04 pm

Room silence would make psis very powerful. Only goodies would have to rely on melee damage. Evils could just take a couple squids.
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Postby Tanji Smanji » Thu Jan 01, 2004 12:19 am

mynazzaraxxsyn wrote:Room silence would make psis very powerful. Only goodies would have to rely on melee damage. Evils could just take a couple squids.


You assume that the imms would let psi's continue to function with a room silence spell in place. Given the general romping squids have taken in the past month or 2 I wouldn't hold my breath. :p

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