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Very Hot Topic (More than 75 Replies) Serious Spell Changes (Read 23711 times)
Tharlak
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Serious Spell Changes
Mar 21st, 2011 at 5:50pm
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http://forums.ddo.com/showthread.php?t=307823

No more firewall FTW

Well still will be good, just not AS good.
« Last Edit: Mar 21st, 2011 at 5:51pm by Tharlak »  
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Re: Serious Spell Changes
Reply #1 - Mar 21st, 2011 at 6:39pm
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sucks they gave it a save and made it un-uber against undead.


meh, whatevs
  
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Re: Serious Spell Changes
Reply #2 - Mar 21st, 2011 at 6:50pm
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Looks like firewall just got kicked in the jimmies.

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Hey folks! As you’ve probably have already heard we have a major spell pass coming down the pipe. The full details will be released soon but we figured we’d cover some general cases and some the reasoning for the changes ahead of the Lamannia preview. Today we’ll look at the changes coming to spell cost ratios, CC spells, death effects, and spell points… here we go!

SPELL COST TO EFFECT RATIOS CHANGES:

For years now the cost of all spells have been strictly driven by this formula:

Base Spell cost = 5 SP + (spell level X 5).

IE: a level 1 spell is 10 sp, while a level 9 spell is 50 sp, and so forth.

While we got by with this, it didn’t exactly always make for the most diverse spell choices for those people who crunched the numbers to determine what to use. When you looked at the math, folks get very attached to certain spells, namely “wall of fire” for very logical reasons. This is a shame considering the art/dev resources devoted to the creation of so many other spells also floating in the system.

On another note, it has become a noticeable point that arcane casters are a rather difficult class to get into. The Classic 3.5 D&D concept of starting weak then gain cosmic power. While loyal to our roots we felt that perhaps the current learning curve is a bit too harsh, and we’re looking at making it an easier class role to enter for new players.

So we’re mixing things up! The spell pass was mostly focused on “damage” spells, but does extends into debuffs and other areas to a degree. We’re changing the costs and what spells do and we’ve changed far too much for me to cover it in just this post but I’m going to give you a list of examples to give you an idea of where we’re going…

Let’s take some main stream spells with a few “less popular” spells and see what you think….

Old way:

1. Burning Hands ( 10 SP)
2. Melf’s Acid Arrow ( 15 SP)
3. Scorching Ray ( 15 SP)
4. Lightning Bolt ( 20 SP)
5. Wall of fire ( 25 SP)
6. Delayed blast fire ball (40 sp)
7. Incendiary cloud: ( 45 SP)
8. Polar Ray (45 SP)

Now let’s change that too…

1. Burning Hands (down to 4 SP – other stats unchanged)
2. Melf’s Acid Arrow (down to 6 SP – Damage updated to 2d4 + 1 per caster level, duration locked to 12 seconds, now has double range, can no longer be enlarged or extended, ray targeting has been improved)
3. Scorching Ray (down to 6 SP – now has double range, can no longer be enlarged, ray targeting has been improved.)
4. Lightning Bolt (down to 12 SP – now has double range and 50% change to hit each target twice (back stroke!) – targets get an additional save against the back stroke). Can no longer be enlarged.
5. Wall of fire ( up to 35 SP – targets now get a reflex save when they first enter the effect, but no saves against the flames if they remain in the wall. Now only does an additional 2d6 against undead instead of double. Duration is now locked to 30 seconds regardless of level. Can no longer be extended)
6. Delayed blast fire ball: (25 SP/12 sp for trap version): trap cool down increased to 15 seconds, 10 seconds for sorcerers
7. Incendiary cloud (Cost remains 45 SP – Now does 2d4 + 1 per caster level in fire damage, no save. Duration locked to 30 seconds. Blind effect (previously no save) now has a reflex save. Can no longer be extended)
8. Polar Ray (Cost down to 15 SP, range doubled, can no longer be enlarged, ray targeting has been improved.)


So there is a lot going on here, and this is only a fraction of the changes going in to the spell pass. Essentially the cost of spells are being weighted now much more on their performance, method of engagement and the number of targets they effect rather than the old level-based formula.

• Low level spells that cap early (like burning hands) got discounted greatly.

• Drop and kite AOE dots such as wall of fire are now being treated as a more expensive/powerful attack form as we feel they really should be compared to other damage spells.

• Instant AOE spells got discounted some, to make them more appealing compared to waiting on kiting monsters through aoe dots.

• Single target damage and bolts are getting much cheaper, single target dots are getting cheaper and getting their effectiveness boosted.

• “Trap” type spells got really cheap to hopefully make them with consideration given the prep time they take, but had their cool downs increased to make them not a strict replacement for other in combat AOEs.

WHAT ABOUT CC?

Yeah okie, we mucked around with CC a little, and it goes into debuffs some… Here are a few high lights.

• Largely CC costs remained the same

• HD/HP caps we’re removed from most effects (yeah, I guess I should talk about death effects now, but oh, sleep works now!)

• Many debuffs had their cost reduced, and some had carrier debuffs added to them that temporarily reduced will saves regardless if the target saved against the original debuff.

Examples:

Crushing Depair: Cost reduced to 20 SP, now applies a weakn will effect for 15 seconds regardless of saving throw from original effect (will -5).

Touch of Idocy: Cost reduced to 5 SP, Now also weaks foes will save for -5 for 15 seconds regardless of save.

The notion is saving many of our under used debuffs and allow casters to punch harder targets/hit more reliably and get longer effect out of effects with quick re-occurring saves. That’s is if their willing to use a spell slot, and the spell points.


Full details to come, moving on for now…

DEATH EFFECTS:
Chaaanngggeeee….

• Costs remained the same.

• We’re pulling the death wards off epic and many pieces of content that had death proof monsters. There have been adjustments to “vorpal” weapons and the like that made us more comfortable with this change. Eladrin posted on these elsewhere if you’re looking for the sneak preview of that…

• Death spells had their cool downs increased, just a little on single target spells, a bit on AOEs. Single target spells are typically on a 8 second cool down, 6 seconds for sorcerers while AOE death effects are typically 30/25 respectively.

• Death spell on save damage was increased, so a blue hexagon won’t be a total waste of spell points, yet there will be more agro. We realize this and currently approve. Attempting to death a monster is a hate-able offense.

• There are some old death spells that got a new look and now their back in town:

Circle of Death: Now effects all targets regardless of Hit dice; Has been updated as follows:
Rains dark energy into an area. Living Creatures are subject to a death effect; getting a reflex save and then a fortitute save to avoid death. Targets who succeed against the reflex save suffer no ill effect, but creatures who success against the fortitute save will still lose 1d4 energy levels.

Power word: Kill!
Upper hit point cap removed except in PVP. Kills, no save, but spell resistance applies.
240 second cool down for wizards, 210 second cool down for sorcerors


SPELL POINT REGEN – Echoes of Power:

We’ll be introducing a limited form of spell point regen for players who have “magical training” (as in the feat). This is to avoid a true “out of gas” situation for our casters. The concept is that when a caster drops below a certain spell point threshold a spell point regen effect known as “echoes of power” applies itself until the caster reaches that threshold again. The goal is to allow low level players continue to cast level 1 spells at a diminished rate when their “out of gas” while high level players will be able to continue to use their PRE-s with the meta magics they normally require for high level play.

Currently in testing… these values are examples mind you…

• Echoes of power will appear when a player drops below 12 SP.
• Echoes of power will allow the player to regenerate at a rate of 4 SP every 6 seconds.
• Echoes of power will remove itself once a player reaches 12 SP or greater.


ETERNAL WANDS:

Not going to go into details here yet but eternals wands got a pass that increased their recharge regeneration rate and added desirable caster mutations.

Much more to come. That’s all for now folks, but be sure to participate in the Lamannia preview once it’s available to try out the changes!

-Torc
DDO Game Systems

« Last Edit: Mar 21st, 2011 at 6:53pm by popejubal »  

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Terebinthia
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Re: Serious Spell Changes
Reply #3 - Mar 21st, 2011 at 7:20pm
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I can hear the howling from the arcanes now Cheesy

Wow. They really are changing a lot this next update. I hope they will listen to and apply player feedback...
  
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Re: Serious Spell Changes
Reply #4 - Mar 21st, 2011 at 7:59pm
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I'm already really bad at playing a caster Sad

Here is where I give up completely
  
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Re: Serious Spell Changes
Reply #5 - Mar 21st, 2011 at 8:15pm
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The thing that worries me is there is so bloody much going on here - several PrEs, changes to epics, major changes to arcane spells, with presumably changes to divines to follow. Very difficult to see how the individual elements affect game balance, I'd have thought.

Also, the randomly have WOF not be affected by extend is really bloody silly. I don't get why they didn't just reduce the duration. Maybe I'm missing something.
« Last Edit: Mar 21st, 2011 at 8:15pm by Terebinthia »  
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Tharlak
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Re: Serious Spell Changes
Reply #6 - Mar 21st, 2011 at 8:15pm
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I stopped playing my caster for quite some time.  Today, yes TODAY, I started to play him again.  Then I read this.

I accept that this is all my fault. Embarrassed
  
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Re: Serious Spell Changes
Reply #7 - Mar 21st, 2011 at 8:15pm
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Fucking devs modified my rant.
  

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Re: Serious Spell Changes
Reply #8 - Mar 21st, 2011 at 8:34pm
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So firewall gets the quadruple-whammy nerf (more SP, shorter duration, less damage to undead, saves). Autocrit nerf impacts monks, heavy pick users, d-axes, and burst effects.

This makes the khopesh even more unbalanced than ever before - it was already dominant, and everything around it has gotten the nerfbat. If it remains untouched, my casters are going to be pissed.

I like the potential for diversity in spells, and the regen might be handy, but the firewall change is equivalent to cutting the khopesh down to a kama or a sickle.
  

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Note to any Turbine staffers reading this, and one I genuinely hope you share around the office: DDO has become a shit game because y'all have made it a shit game. Once it was great. Now, it's a festering puddle of monkey diarrhea. No matter how you try to justify it, or pat yourselves on the back for doing great jobs... it's a shit game now because of you. Y'all keep on giving the players the middle finger, and you keep expecting us to reward you for the abuse. I've had it with you narcissistic fuckwads and your myopic policies of ineptitude.
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Re: Serious Spell Changes
Reply #9 - Mar 21st, 2011 at 9:11pm
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shut upppppppppp
  
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Re: Serious Spell Changes
Reply #10 - Mar 21st, 2011 at 9:12pm
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Actually, I think the big nerf there is Wail - cooldown to 30 seconds! Part 1 Shroud is going to be different now.

My gut reaction is "Awww, crap - I have to relearn to play a caster" but this change is almost certainly a good thing. Choice of spells!
  

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Re: Serious Spell Changes
Reply #11 - Mar 21st, 2011 at 9:15pm
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For shroud it may well just be alternating between wail and symbol of death or somesuch.  Damn good time to put in the weird spell.
  

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Re: Serious Spell Changes
Reply #12 - Mar 21st, 2011 at 9:15pm
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Boatman wrote on Mar 21st, 2011 at 9:12pm:
Actually, I think the big nerf there is Wail - cooldown to 30 seconds! Part 1 Shroud is going to be different now.

My gut reaction is "Awww, crap - I have to relearn to play a caster" but this change is almost certainly a good thing. Choice of spells!


This is the only problem I have. The nerf to wail is the only true nerf. The rest is okay with me, just small changes imo. Too many freakin whiners in this game.
  
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Re: Serious Spell Changes
Reply #13 - Mar 21st, 2011 at 9:19pm
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Selee wrote on Mar 21st, 2011 at 9:15pm:
For shroud it may well just be alternating between wail and symbol of death or somesuch.  Damn good time to put in the weird spell.


Sucks to be a sorc!

This update is going to be a lot easier to ride out as a Wizard, I reckon. Oh; I seem to be a wizard - how handy...
  

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Reply #14 - Mar 21st, 2011 at 9:41pm
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Boatman wrote on Mar 21st, 2011 at 9:12pm:
Actually, I think the big nerf there is Wail - cooldown to 30 seconds! Part 1 Shroud is going to be different now.

My gut reaction is "Awww, crap - I have to relearn to play a caster" but this change is almost certainly a good thing. Choice of spells!


No that's the other big nerf that people haven't fully realized yet, WoF is so fundemental that it has temporarilly stunned people, when they realize the cooldown on wail is 30 sec... oh baby!  T
  
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Re: Serious Spell Changes
Reply #15 - Mar 21st, 2011 at 9:42pm
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i have always preferred wizard. I don't think i could be able to go without swapping my spells. plus skill points FTW.
  

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Re: Serious Spell Changes
Reply #16 - Mar 21st, 2011 at 10:22pm
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I think the best change in that thread is Dimension Door.

Cause they posted the thread 5 seconds before they DDoor'd the fuck out of there.
  

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Re: Serious Spell Changes
Reply #17 - Mar 21st, 2011 at 10:44pm
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Well, on the plus side I think it is a necessary change.

On the minus side, I think they'll fuck it up as usual.

I am really, really, REALLY glad my arcane is a wizard and not a sorc.

I am really disappointed that my TR project hasn't done sorc yet.
  
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Reply #18 - Mar 21st, 2011 at 11:00pm
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Auran wrote on Mar 21st, 2011 at 10:22pm:
I think the best change in that thread is Dimension Door.

Cause they posted the thread 5 seconds before they DDoor'd the fuck out of there.


Smiley Smiley Smiley
  
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Re: Serious Spell Changes
Reply #19 - Mar 22nd, 2011 at 2:18am
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Selee wrote on Mar 21st, 2011 at 9:15pm:
For shroud it may well just be alternating between wail and symbol of death or somesuch.  Damn good time to put in the weird spell.


Symbol of death has a 120 sec cool down... so that spell is most likely our.

Maybe circle of death which is 5 sec cool down? Either case WoB and a 30 cooldown (cleric's know they deal with implosion - 60 sec cd)  still would make for a slow part one as an alternating second spell. 13 portals exist plus the starting mob... the adds alone in alternating wob on every second portal means a finish time of part 1 of six and a half minutes. Plus really, I think the adds spawn sooner than that so maybe use WoB every third?

To me it seems the devs either want the trash cleared by damage spells or possibly melee - the later which of course means some are not on a portal ... seems they want the quest to stretch out in a little more time.   Roll Eyes
« Last Edit: Mar 22nd, 2011 at 2:22am by Emili »  

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Re: Serious Spell Changes
Reply #20 - Mar 22nd, 2011 at 2:45am
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Emili wrote on Mar 22nd, 2011 at 2:18am:
Symbol of death has a 120 sec cool down... so that spell is most likely our.

Maybe circle of death which is 5 sec cool down? Either case WoB and a 30 cooldown (cleric's know they deal with implosion - 60 sec cd)  still would make for a slow part one as an alternating second spell. 13 portals exist plus the starting mob... the adds alone in alternating wob on every second portal means a finish time of part 1 of six and a half minutes. Plus really, I think the adds spawn sooner than that so maybe use WoB every third?

To me it seems the devs either want the trash cleared by damage spells or possibly melee - the later which of course means some are not on a portal ... seems they want the quest to stretch out in a little more time.   Roll Eyes


They want that lag monster to build up and crush our parties before we even hit part 2.
  

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Re: Serious Spell Changes
Reply #21 - Mar 22nd, 2011 at 3:22am
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Well, we can effectively say, crowd control is not what the devs want.  They want damage.  So, as I just respecced my sorc for CC in epics, I will have to respec him again.  Fuck all melee, drink a haste pot.  Self buffs and dmg spells are all I am taking on my sorc.  I think that makes it fair.
  

OnePercenter wrote on May 15th, 2014 at 9:41am:
I just read that the cat followed up by visiting the dog house later that night, dropping some Willie Pete in on the sleeping dog.  #epochsfamiliarFTW

Sim-Sala-Bim wrote on Jan 27th, 2014 at 2:09am:
It seems like Epoch never loses his popularity.
Even against donuts.
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Re: Serious Spell Changes
Reply #22 - Mar 22nd, 2011 at 4:19am
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No that's the other big nerf that people haven't fully realized yet, WoF is so fundemental that it has temporarilly stunned people, when they realize the cooldown on wail is 30 sec... oh baby!  T


Actually, my point was that I think Wail is the bigger nerf than WoF.

Changes to WoF: cost goes up from25-35. Duration from 10s+1s/CL to a flat 30s. Everybody gets a reflex save on first entry. +2d6 damage to udnead rather than doubling damage.

Assuming that the norm is to Extend WoF, a CL20 WoF goes from 60 secs to 30 secs. Undead take 4d6+20 rather than 4d6+40. Everything else is unchanged.

But - a CL7 WoF goes from 34 seconds to 30 seconds. Undead take 4d6+7 damage rather than 4d6+14. At the lower levels when Firewall is amazeballs and we don't have many other spells yet, it's not actually nerfed all that much. The nerf really just limits how much better Firewall gets as you reach the higher levels.

The reflex save issue is obviously a bit of a change, but I normally kite back and forth along the length of my Firewalls, so I don't think it'll be too hard to keep mobs generally in the same wall, when they won't get a save. WoF's still very good; it's just not so awesome that the only reason for other spells is fire-immune targets.
  

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Re: Serious Spell Changes
Reply #23 - Mar 22nd, 2011 at 4:45am
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Boatman wrote on Mar 22nd, 2011 at 4:19am:
Actually, my point was that I think Wail is the bigger nerf than WoF.

Changes to WoF: cost goes up from25-35. Duration from 10s+1s/CL to a flat 30s. Everybody gets a reflex save on first entry. +2d6 damage to udnead rather than doubling damage.

Assuming that the norm is to Extend WoF, a CL20 WoF goes from 60 secs to 30 secs. Undead take 4d6+20 rather than 4d6+40. Everything else is unchanged.

But - a CL7 WoF goes from 34 seconds to 30 seconds. Undead take 4d6+7 damage rather than 4d6+14. At the lower levels when Firewall is amazeballs and we don't have many other spells yet, it's not actually nerfed all that much. The nerf really just limits how much better Firewall gets as you reach the higher levels.

The reflex save issue is obviously a bit of a change, but I normally kite back and forth along the length of my Firewalls, so I don't think it'll be too hard to keep mobs generally in the same wall, when they won't get a save. WoF's still very good; it's just not so awesome that the only reason for other spells is fire-immune targets.



The thing is, who cares.  We all knew firewall was going to get hit one day.  There isn't one damn caster in this game that is that stupid.  It finally happened.  Finally.  So, time to move to the next spell.  Gather up every fucking mob in the quest, Ball lightning then chain lightning them fuckers!
  

OnePercenter wrote on May 15th, 2014 at 9:41am:
I just read that the cat followed up by visiting the dog house later that night, dropping some Willie Pete in on the sleeping dog.  #epochsfamiliarFTW

Sim-Sala-Bim wrote on Jan 27th, 2014 at 2:09am:
It seems like Epoch never loses his popularity.
Even against donuts.
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Re: Serious Spell Changes
Reply #24 - Mar 22nd, 2011 at 5:19am
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Epoch wrote on Mar 22nd, 2011 at 4:45am:
The thing is, who cares. 


Who cares what? Did I inadvertantly make my "the nerf's not as bad as you think, Tspoon" post read as "waahhhh they're taking my firewall away?"

Quote:
We all knew firewall was going to get hit one day. 


Yup - and probably about time. I'm looking forward to figuring out how to play a caster post-changes. While I do enjoy the lazy whoosh-jump-jump style, it's not exactly demanding. (Although I think I'll make sure I get my Lvl 8 wiz through Shadow Crypt *before* the update...)
  

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