[Next Message in Time] |
[Previous Message in Time] |
[Next Message in Topic] |
[Previous Message in Topic]
Message ID: 6972
Date: Wed Sep 22 20:17:37 BST 1999
Author: Greg Gillan
Subject: RE: On the topic of petitions (still long)
>I had no problems using Pixie Strike against my friend in theI haven't tried these songs in the arena. When I want to duel with friends,
>Arena a month ago. I did not test Lullaby. Charm does not
>work well in arenas, but I hear that is because there is no
>pathing in there, so your "pet" has no way to follow you or a
>target.
>I say get rid of the hit-a-song-key-to-stop-it functionentirely. <snip>
>Let us left-click on SoW to remove it.I'll definately add something regarding the whole change to SoW/Selo's that
>Change our levitate song so that it does not override theMakes sense, but again a "nice-to-have" in my opinion. These songs (for me
>levitate spell (same problem as SoW used to have). Same thing
>with underwater breathing.
>Make the identify song party-effect, so folks without anAgain, a good idea. How on earth could this be implemented? The current
>innate identify ability can identify no-drop items.
>Fix the bug where a charmed pet will on its own decide toOnly had this happen twice. I'm willing to chalk this up to the
>attack a player.
>Let us gain safe fall skill at something like 1 point/levelI can add safe fall to the list of skills with low caps. This isn't a big
>(thus capping us at around 65 for level 50, instead of a hard
>cap of 40). I'm finding myself taking damage again running
>over uneven terrain with my mistmoore drum at level 35.
>Our dodge skill caps at 125. A cleric's dodge skill caps atWould be nice. This could be asking too much though. Again, I will file
>80. I understand not giving us parry and riposte since we're
>not true tanks, but capping dodge at 125 makes us little
>better than clerics at tanking. Surely a class whose primary
>means of attacking is melee would know a lot more about
>defensive melee than a cleric?
>Either make our invisibility song make us completely invisibleThey've already said they won't change this. This is a no win situation.
>(no glowing ball), or make the glowing ball for this song last
>longer so that we can take advantage of it to coordinate party
>movement while invisible (what GZ suggested we do last time).
>State whether or not Anthem/Clerity's attack speedups stackI've done a bit of experimenting with this, (no hard numbers like John usual
>with the enchanters' spells. I haven't found them to stack in
>my tests, but some official word would go a long way towards
>clearing up misconceptions (and saving me a lot of testing :-)
>and letting us optimize our song selection.
>Change spell behavior so that if it isn't resisted, itsHappens with charm too. I've come to accept it.
>effects last for at least one "tick." None of this BS where a
>mob doesn't resist Lullaby and nods asleep, but immediately
>wakes up to bash me. I'm pretty sure casters experience the
>same problem with root.