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BatMUD Forums > Ideas-wanted > skill/spell breaks (discipline)

 
 
#1
25 Jan 2006 11:11
 
 
There should be radically less spell interrupts, or they should be
altered some (see below). Casting anything harder than csw in 3-man
parties is just BORING. There should be some other way to hinder
front-row casting, something that doesn't make it either totally
mind-numbing, or totally robotting.

Idea:
All interrupts wouldn't stop spells, they would just make spellcasting
longer (kind of like burden from weight). There could also be degrees
of interrupts, some adding one round, some adding more, and the most
severe ones stopping spell totally. Or maybe factor in discipline:
partial discipline success (easy) would just act like burden, full
discipline success (hard, like it's now) would prevent the interrupt
fully.

-Era of the tinmen race

PS: With discipline of 90 I have now ratio of 284 successful
disciplines out of 1003 spellbreaks...

PPS: Yes, I understand why Nimbus was tuned, but it made the playing
more fun. Ah well, maybe I'll just finally write the recasting
robot.

PPPS: Casting at 1m+ mobs in eqparties is _much_ easier than casting at
200k mob with 3-man. That "small hits don't interrupt" -tune isn't
really effective, unless small hits are only those <5hp hits (which do
interrupt too).

 
Rating:
20
Votes:
28
 
 
Era
5y, 284d, 1h, 45m, 34s old
Level:
100