Confusion

Everything spell related.

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Postby Ariadna_cz » Mon Jan 25, 2010 4:11 pm

Last post of the previous page :
Aez wrote:I agree limitedly. Personally, I'd like to fiddle with the spell slightly. I'd say that having the player attack characters out of range is a problem even though the player can cancel it - many players are unaware of this and it can be hard to cancel in time.

One is having the kills of the confused player to go the caster. This would mean that if a confused player kills an effortless player on either team, he gets penguinized. Same principle applies if he kills an imp - if he kills a player on the casters' team, the caster gets cowed. Of course, this turns Confusion back in an AoE-style Hold/Stun spell, which mages have tons of already (i.e. Fear). I'm not a big fan.


This change would be awesome. Maybe skip the part, when u kill mages teammate. But when u kill imps/effy when influenced of the spell, BOTH, you and mage should be turned penguin/chicken.
Lets make mages take responsibility for their actions. Its the SAME like summon balor and let him kill everything. No difference. (i am sure, many people dont know, they can cancel actions during confusion).

And finally the aspect that wasnt here mention is that effy player/s who is/are actually killed because of 40 lvl mage.... It must be frustrating for that effy player.

edited: and BAN faerie dragons. :P
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Postby Necavit » Mon Jan 25, 2010 5:13 pm

I had this long post. But I noticed I was repeating myself from what I said above.

Your change is akin to making KD have a negative 30 ab mod when used.

It would make all the people who hate KD happy cause no one would ever use it again.

But thats all it does, it isnt fair to both parties.
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Postby ILikeKillAndYou » Mon Jan 25, 2010 9:50 pm

Ariadna_cz wrote:edited: and BAN faerie dragons. :P


Or change the script and set a lower duration such 1d4 round...
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Postby Gonny » Mon Jan 25, 2010 10:07 pm

1d4 rounds? nah. that's -too- few.

I prefer 1round/5 levels.

level 20 mage -> 4 rounds.
Level 38 mage -> 7 rounds.
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Postby NathDawgCrazy88's » Tue Jan 26, 2010 6:37 am

or remove the faeries confusion all together, for a class that is already overpowered, damage shields, true seeing, warding, do they really need it?
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Postby Zap » Tue Jan 26, 2010 9:39 am

I want a KD spamming pet on my barb.
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Postby Gonny » Tue Jan 26, 2010 2:03 pm

Now, let's not throw around silly arguments.

First of all Mages are not OP like that and they can easily get mauled by high damage dealers.

Second. The "ALL-MIGHTY-AND-OVERPOWERED-CONFUION-PET" can be countered by a -cheap- scroll.

Point is: Just because the cat is sick, you don't kill the cat, do you?
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Postby Ariadna_cz » Tue Jan 26, 2010 3:26 pm

Gonny wrote:Second. The "ALL-MIGHTY-AND-OVERPOWERED-CONFUION-PET" can be countered by a -cheap- scroll.

The point is, that mages posses almighty mordekainen, so all your rods and scrolls are useless against mage with confusion pet ...

And the high dmg dealers go the same way like other builds when mord plus touched by faerie....

At least put there will save to faerie confusion.
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Postby Necavit » Tue Jan 26, 2010 3:37 pm

I feel like I am going in circles.

Anyone who actually plays a mage knows that PFA scrolls usually take 2-3 Mords to get rid of.

Anyone who plays a mage know that a will save would make the bloody pet completly useless.

People would rather nerf the problem than try and solve it themself.

Its like the calls for nerfs on FoD. There are plenty of ways to protect yourself, but people just want the easy way out, which is less hassle on their own part.

But this is moot. I am almost 100% mages wont be changing any time soon.

All of the pro and anit arguments have been made a million times.
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Postby ILikeKillAndYou » Sat Apr 03, 2010 7:26 pm

Reviving another subject while I think of it.
Why not simply check if the last killed as confusion effect on him, and if its the case make the effect creator the "killer". The only problem if its the confused person kill a effy or a imp. I think simply changing the script NW_G0_Confuse might fix it. As far I know there was a function for check if the person is in range in the terrifying rage script (and fear one).

So basically...
:arrow: Confuse will provide point
:arrow: Confused person will bash only people in range

Since the effect is overpower for score making... Maybe penalize the caster if the confused person kill one of his friend (or simply do nothing ;p)
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Postby Necavit » Sat Apr 03, 2010 7:35 pm

I would not even bother.

I think I am the only mage who even bothers to use the spell.

There are just far better will spells to use. That dont have a chance of still having your target kill you if he fails save.

Though it seems like a fair change, as long as ya dont go into that penalizing the caster part.
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Postby Sephtis » Sat Apr 03, 2010 8:35 pm

I think an easy cure, is simply display the counter to confusion on the server. So everyone knows you can stop attacking by action canceling yourself.

No out of range / team attacking, no problem.
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Postby addicted2rpg » Thu Apr 08, 2010 12:08 pm

I think Confusion, ''conceptually'', is a nice combat spell (fire into a pile of enemies, and maybe a strong one will wipe out some out for you).

However, in a venue like anti-world where equity and sportsmanship are a concern, it may be best to just get "creative" and do something fun with it.

Perhaps as a nod to its name, it can get the location of various in-range effected players and swap them with other nearby players, effectively shuffling the field (and a nice tag vs. flag carriers). No, nevermind that, people will just complain everytime someone casts it/spams it.

I dunno to do what effect exactly.... but someone should have some fun with this spell.
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