Poll: Cramp/Fracture/Para Change

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Change it?

Yes.
1
13%
No.
6
75%
I like the idea, but the values/durations need a tweak.
1
13%
 
Total votes: 8

Kuraokami
Regular
Posts: 190
Joined: 8:56 pm, Sat Jan 21, 2017

Poll: Cramp/Fracture/Para Change

Postby Kuraokami » 10:06 pm, Sat Feb 18, 2017

I actually may have previously done this and forgotten about it.

Currently the 3 spells are varying levels, varying slow values, and around 30 seconds long. Para is typically the one used once it's learned.

I propose that they be changed to the following:

Cramp: 10 value, 45s duration
Fracture: 20 value, 30s duration
Para: 30 value, 15s duration

This effectively nerfs slows as a whole, while also creating diversity on spell choice. Although Para, especially when chained, will largely cripple a player, the Cleric can choose duration over value to keep an enemy out of the fight for longer via Fracture or Cramp. This also would possibly allow increased viability of alternative specs.

Law
Newbie
Posts: 80
Joined: 8:08 pm, Thu Jan 19, 2017

Re: Poll: Cramp/Fracture/Para Change

Postby Law » 11:02 pm, Sat Feb 18, 2017

I think currently they last 6 - 10 seconds, admittedly I am not counting when this happens. I think this duration is perfect.

Personally I'd rather see Clerics be more of a support role. I want them to invest a lot of their energy in keeping a person locked down so their *teammates* can whop em. I don't like this Para + Wounding someone down, I think it's pretty dumb. Should be one or the other.

The thing with Cramp is that it only costs 2 mana, so it is HIGHLY spammable. This is why I think they should all have some kind of min_fatigue to prevent those situations where everyone on both teams are Para'd. It's pretty lame. Would be nice if the Cleric could pick one guy to lock down, and use it as a beacon for the team "Focus this guy, please".

Also, I think the values are okay as they are. 10% movement slow and fatigue regeneration reduction would be hardly noticeable. 30% is what Cramp is currently, but even Para is spammable at 30.

I vote no, I think changing Min_fatigue for Para is the way to go.

User avatar
Sorien
Developer
Posts: 631
Joined: 3:28 pm, Sun Jul 19, 2015

Re: Poll: Cramp/Fracture/Para Change

Postby Sorien » 12:24 am, Sun Feb 19, 2017

Cramp/Frac/Para all last 6 seconds.

Cramp has a power of 30.
Fracture has a power of 40.
Paralysis has a power of 50.

User avatar
Realmjumper
Newbie
Posts: 11
Joined: 1:33 pm, Mon Jan 30, 2017

Re: Poll: Cramp/Fracture/Para Change

Postby Realmjumper » 12:27 am, Sun Feb 19, 2017

I think those durations are too long. Maybe Para should last like 1-3 secs longer than it currently does but besides that I think Clerics are doing pretty good.

Kuraokami
Regular
Posts: 190
Joined: 8:56 pm, Sat Jan 21, 2017

Re: Poll: Cramp/Fracture/Para Change

Postby Kuraokami » 1:08 am, Sun Feb 19, 2017

Sorien wrote:Cramp/Frac/Para all last 6 seconds.

Cramp has a power of 30.
Fracture has a power of 40.
Paralysis has a power of 50.
Derp. I don't have spell info on my laptop now lol.


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