sunray ... bleh

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Sarell
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sunray ... bleh

Postby Sarell » Mon Mar 22, 2004 10:59 am

Would it be possible to make sunray not require a target like other area spells? Is VERY annoying in situations like in EXHIBIT A.

Also, sunray seems pretty sucky nowadays... Prism blinds more mobs than it and works at daytime aswell... and then does stacks of other tricks. Sunray actually agros more mobs than prism aswell. The effects on undead are cool. Perhaps up the blind duration against mobs a bit to compensate the downgrades it recieved and the uberness of prismblind?

EXHIBIT A
You start chanting...

< 506h/506H 216p/216P 149v/149V >
< >
The thief gets a sphinx dagger.
The thief wields a sphinx dagger.

< 506h/506H 216p/216P 149v/149V >
< >
The thief dodges Gupple's attack.
Mogr slashes the thief.
Mogr slashes the thief.
The thief attempts to flee.
The thief leaves east.
The thief attempts to flee.
The thief leaves north.
The thief tries to flee, but cant make it out of here!

< 506h/506H 216p/216P 149v/149V >
< >
Nobody here by that name.
You abort your prayer before its done!

< 506h/506H 216p/216P 149v/149V >
< >
cast 'sunray' thief
The hungry assassin tried to backstab you, but you avoid him.

< 506h/506H 216p/216P 149v/149V >
< T: Sarell TC: excellent E: nizarine EC: excellent >
Maspel completes his spell...
Maspel utters the words, 'spaihagwar hunsoefurg'
A dark mist rises from beneath your feet, slowly seeping across the ground.

< 506h/506H 216p/216P 149v/149V >
< T: Sarell TC: excellent E: nizarine EC: excellent >
Nekelet looks at the thief.
You are rescued by Mogr!

< 506h/506H 216p/216P 149v/149V >
< > The ghost of a cath shee completes its spell...
The ghost of a cath shee utters the words, 'paghz'
Gupple starts to move with uncanny speed!
You start chanting...

< 506h/506H 216p/216P 149v/149V >
< >
Sotana starts casting an offensive spell called 'sunray'.

< 506h/506H 216p/216P 149v/149V >
< >
The ghost of Yeggi completes its spell...
The ghost of Yeggi utters the words, 'paghz'
Mogr starts to move with uncanny speed!

< 506h/506H 216p/216P 149v/149V >
< >
The thief attempts to flee.
The thief leaves east.

< 506h/506H 216p/216P 149v/149V >
< >
Nobody here by that name.
You abort your prayer before its done!

< 506h/506H 216p/216P 149v/149V >
< >
Sotana stops chanting abruptly!

< 506h/506H 216p/216P 149v/149V >
< >
moan
Maspel's phantasmal tendril tightens it's grip around the hungry assassin's body, causing exruciating pain.

< 506h/506H 216p/216P 149v/149V >
< >
Nekelet starts casting a spell.

< 506h/506H 216p/216P 149v/149V >
< > You start to moan.
Birile
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Postby Birile » Wed Mar 31, 2004 4:32 pm

Wow, first off that sucks that an area spell requires a target. Who thought of THAT one??

Second of all, um, Sunray is awesome and is in the same circle as the Elementalist spell Glitterdust. When you stop laughing at the mention of Glitterdust, take that into account when you complain about Sunray. Thank ye ok bye. :lol:
Delmair Aamoren
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Postby Delmair Aamoren » Wed Mar 31, 2004 6:03 pm

Agree Birile.

Can't compare one spell to another when one is a 5th circle spell
and one is a 7th circle spell. Also spells vs. circles arent directly balanced.
you have to look at the rest of the class' skills/spells and whatnot.
Sunray is fine how it is. Seen it PLENTY effective.
Yarash
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Postby Yarash » Thu Apr 01, 2004 9:11 am

It's my understanding, from observations with my druid, that the target (if undead) is more likely to sustain damage. I believe this is why it functions as it does.

With that said, I think it should be changed to just be a standard area. I expect that basically everyone who uses it uses it as an area blind spell and isn't concerned with damaging undead mobs. Thus, it seems reasonable to simply make it an untargetted area blind spell. The damage to undead code portion could pick a random target, or just be removed.

- Mike
Verarb
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Postby Verarb » Fri Apr 02, 2004 7:53 pm

Sunray in 2nd gatehouse or better yet try the king fight at scorps.
You will not blind more than 3 mobs in a 20+mob room.
Verarb
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Postby Verarb » Fri Apr 02, 2004 7:54 pm

Sunray in 2nd gatehouse or better yet try the king fight at scorps.
You will not blind more than 3 mobs in a 20+mob room.
fotex
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Postby fotex » Sat Apr 03, 2004 4:55 am

try it with banshee wail
blinding more than 3 per 20 with each sunray by itself would make it too easy. it makes melee mobs unable to hurt anyone else but the superspelled up tank (which they wont).
it's usually coupled with prismatic spray too, whose blind is also pretty debiliating to gatehouse too, if not more so.

At least it's still pretty strong against all undead fights... but, can't expect everything from a mere lvl 5 spell.

In any case, definitely agree with Yarash - can't think of a spell that got more hosed by the new targeting code. Or... maybe even better, make it a single target spell that will still go through when the target disappears, won't abort...
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Shevarash
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Postby Shevarash » Sat Apr 03, 2004 4:37 pm

I'll look into updating the targetting aspect of this spell, possibly more.
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Verarb
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Postby Verarb » Mon Apr 05, 2004 2:20 pm

i didnt mean 3 outta 20 per sunray, i meant 3 outta 20 mobs per 7 sunrays (whole circle)
moritheil
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Postby moritheil » Mon Apr 05, 2004 5:32 pm

For those not understanding about Sunray, originally it was targetted because that way you could avoid agroing the entire room. However, it was since decided that that was twinky, and sunray now agros the whole room (unless you happen to get off a blind on someone, in which case they can't attack you because they're blind).
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gimaki
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Postby gimaki » Mon Apr 05, 2004 8:41 pm

If they removed the target aspect of this area I think the spell would be just fine. Blinds are powerful. A real nice touch would be to make an optional target (i.e. better directing) and you would have a slightly better chance of blinding that 1 mob in particular.

Gim.

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