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Message ID: 6972
Date: Wed Sep 22 20:17:37 BST 1999
Author: Greg Gillan
Subject: RE: On the topic of petitions (still long)


Wow, that's a lot of suggestions :)

<snip>
>I had no problems using Pixie Strike against my friend in the
>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 haven't tried these songs in the arena. When I want to duel with friends,
we tend to do it wherever is convenient, and an arena isn't usually close
by. In non-arena settings they seem to have no effect whatsoever. Can
anyone confirm?
I've tried using charm in the arena, It tended to fling my opponent across
the entire area and into the far wall with no charm effect occurring. This
was just so damn funny, I'm not sure I'd want to fix it :)

>I say get rid of the hit-a-song-key-to-stop-it function
entirely. <snip>

This sounds like a very good idea to me. I don't think I'll include it in
my email however, as it is a more of a "nice-to-have" and I'd rather address
more pressing concerns first. This will be filed for later.

>Let us left-click on SoW to remove it.

I'll definately add something regarding the whole change to SoW/Selo's that
has occurred recently.

>Change our levitate song so that it does not override the
>levitate spell (same problem as SoW used to have). Same thing
>with underwater breathing.

Makes sense, but again a "nice-to-have" in my opinion. These songs (for me
anyway) are used pretty seldom in comparision with Selo's. I can see
however that cancelling someone's water breathing could be deadly.

>Make the identify song party-effect, so folks without an
>innate identify ability can identify no-drop items.

Again, a good idea. How on earth could this be implemented? The current
version of the song requires you to hold the item to be identified. How
could you select which item to be identified from someone elses inventory?

>Fix the bug where a charmed pet will on its own decide to
>attack a player.

Only had this happen twice. I'm willing to chalk this up to the
unpredictable nature of summoned pets. Perhaps they become disgruntled and
turn on their masters or us.

>Let us gain safe fall skill at something like 1 point/level
>(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.

I can add safe fall to the list of skills with low caps. This isn't a big
deal though. Even a low-capped safe fall allows us to take less damage from
a fall than the average person. A bard with a safe fall skill of 40 will
take less damage from the same fall as another character will.

>Our dodge skill caps at 125. A cleric's dodge skill caps at
>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?

Would be nice. This could be asking too much though. Again, I will file
this for use in a future email, unless there is an overwhelming demand for
it.

>Either make our invisibility song make us completely invisible
>(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).

They've already said they won't change this. This is a no win situation.
Some people want no glowing ball so its useful in PvP, others want a
permanent glowing ball so its easy to follow. How to decide?

>State whether or not Anthem/Clerity's attack speedups stack
>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.

I've done a bit of experimenting with this, (no hard numbers like John usual
extensive testing) both with enchanter's spells and built in effects like
the Mithril two-hander's haste. There is no noticible speed up. These
songs do not stack with other buffs, the question is does the higher buff
override, or the one used first?

>Change spell behavior so that if it isn't resisted, its
>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.

Happens with charm too. I've come to accept it.


Great suggestions! Keep them coming. I'll post a revised list every day,
taking into account suggestions that people have made.


Elwyn Heartstring
Level 41 Bard
Erollisi Marr