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View Full Version : HSN: ELR - Slow (504) Updated!



darkcipher
09-01-2015, 12:53 PM
Hi everybody! (Scroll down to == MECHANICS == if you don't care about my ramblings.)

I'm not sure I'm feeling 100% up to shenanigans today, but I'm gonna do what I can to power through and give you an update you can all be proud of. Today we're gonna be talking quality of life. "KONACON YOU GOT US NEW CARS?!" Come on now, we're talking about the spell Slow here. It says it right in the title! Pay attention. So here's the thing with Slow: It takes 3 seconds to cast, but the target you're casting at doesn't have to pay that three seconds. You take all that time, slow them down, and while you're still sitting in the cast RT of the spell, it hits you in the face! Then when you wake up you're thinking, "I thought it was slow!" Well, let's take care of that! Oh, and we'll add some air lore in, because this is the ELR. Also because I wanted to... And puppies.

== MECHANICS ==

- When a target is successfully hit with the spell Slow (and is not already affected by the spell), it will now be instantly given 3 seconds of roundtime.
- A group-friendly open cast version of this spell has been added. The number of targets affected is (1 + (Elemental Lore, Air Ranks / 20)). This also applies the 3 seconds of roundtime mentioned above.

Questions? Comments? Love? Hate? Send them on up in here!

~ Konacon

This message was originally posted in Wizards, Major Elemental Circle. To discuss the above, follow the link below.

http://forums.play.net/forums/19/237/2655/view/259

darkcipher
09-01-2015, 12:55 PM
I might actually use this spell now on my wizard to slow down casters. No idea what the old version did, never used it.

darkcipher
09-01-2015, 12:55 PM
Crap, you're right, Whirlin... still seems useless.

Whirlin
09-01-2015, 12:56 PM
I might actually use this spell now on my wizard to slow down casters. No idea what the old version did, never used it.
Same thing, just no immediate 3s RT, and no hitting multiple critters.

I dunno, still wish we had 703 instead. That spell is badass.

darkcipher
09-01-2015, 01:00 PM
Oh, yeah, I use that on my sorcerer all the time to keep from getting boiled. I wish wizards had a way of stopping spells.

Androidpk
09-01-2015, 01:01 PM
Nice change

audioserf
09-01-2015, 01:05 PM
Oh, yeah, I use that on my sorcerer all the time to keep from getting boiled. I wish wizards had a way of stopping spells.

It's no 703 but Dispel is solid if you notice something prepping. It was always my go to for avoiding spikethorns and stuff.

Not a bad tweak to 504, this. Like the mass-cast.

Androidpk
09-01-2015, 01:06 PM
Oh, yeah, I use that on my sorcerer all the time to keep from getting boiled. I wish wizards had a way of stopping spells.

Like sleep or hand of tonis?

Vorpodu
09-01-2015, 01:08 PM
Still doesnt make sense. You are still in soft RT for 3 seconds after casting it. So it isn't like you'll be able to cast before they do whatever they were gonna do.

darkcipher
09-01-2015, 01:11 PM
You might be right... though sleep doesn't work on undead, right? Tonis might be better, though I don't have the air lore for the bolt version and I guess I didn't consider "stealing breath" from undead as an effective way to stop casting, since they generally don't breathe. I will have to look into tonis CS version, though.

kcostell
09-01-2015, 01:15 PM
Still doesnt make sense. You are still in soft RT for 3 seconds after casting it. So it isn't like you'll be able to cast before they do whatever they were gonna do.

Your 3s soft RT is cancelled by everyone else's 3s hard RT now, and they still have the slow effect going forward.

Maerit
09-01-2015, 01:17 PM
Still doesnt make sense. You are still in soft RT for 3 seconds after casting it. So it isn't like you'll be able to cast before they do whatever they were gonna do.

Not if you're using the next incarnation of Rapid Fire. You'll have 1 second of cast RT. You could basically stack RT with rapid fire on a target if you really wanted to.

Oh, well I guess if slow doesn't wear off then the RT stack wouldn't work.

Fallen
09-01-2015, 01:19 PM
Very solid update.

Androidpk
09-01-2015, 01:23 PM
Very solid update.

No, this is air lore not earth.

Fallen
09-01-2015, 01:33 PM
No, this is air lore not earth.

Stop being so thick, you dense blockhead.

Androidpk
09-01-2015, 01:37 PM
http://3.bp.blogspot.com/_V5J_-aTZZmQ/SmOB0WYUmCI/AAAAAAAAAEQ/KKddceDYRj8/s320/gumby_blockhead.jpg

darkcipher
09-01-2015, 02:17 PM
lol at Konacon. "This is not the spell you're looking for. Move along, move along. "

Tgo01
09-01-2015, 02:28 PM
Yeah this spell still seems pretty pointless to me. Was the only thing keeping literally every wizard in the game from casting it a lack of an instant 3 second RT being applied to the critter?

This might be an awesome spell if combat with each critter typically lasted a minute or so, with the way things are now I just can't see too many situations where it's useful to add a couple of seconds of RT to the critter's actions.

Taernath
09-01-2015, 02:29 PM
Group friendly = dangerous to those not grouped?

Tgo01
09-01-2015, 02:51 PM
Group friendly = dangerous to those not grouped?

Yup.

I'm really beginning to wonder if some people on the officials are paid shills.

Seriously. There was post after post of people giving their concerns about how the spell would still be useless, giving ideas for how to improve the spell, then suddenly Chad pipes in out of nowhere with:


Nice addition to an already well established list of air lore benefits!

Wat? Did he even read the changes? Did he give any input about how it was a nice change? Give any sort of indication of the situations where he would actually use this spell?

Nope.

Granted "awesome" was my response to the 911 lore benefits but that's because it was taking an already awesome spell that literally every wizard uses and just making it better via lores.

This is taking a spell literally no one ever seriously uses and giving it a minor tweak which I'm pretty sure will still result in literally no one ever seriously using.

Whirlin
09-01-2015, 02:55 PM
Alright, posted on the officials... To me, the buffs of 501, 520, and 504 were about equivalent of adding bonus duration onto spellstore. They may as well have not done anything, and I think players would be happier.

Sorcerers get incredibly well thought out, dynamic spells... and wizards get 1% chance per Seed 9 Earth Lore for reactive Vibe Flares on Stoneskin (if it didn't shatter after the first hit).

Taernath
09-01-2015, 02:57 PM
I'm not sure what the obsession is with spells capable of friendly fire. It's a silly mechanic that by and large needs to go away.

Tgo01
09-01-2015, 02:57 PM
Alright, posted on the officials... To me, the buffs of 501, 520, and 504 were about equivalent of adding bonus duration onto spellstore. They may as well have not done anything, and I think players would be happier.

Sorcerers get incredibly well thought out, dynamic spells... and wizards get 1% chance per Seed 9 Earth Lore for reactive Vibe Flares on Stoneskin (if it didn't shatter after the first hit).

I agree with your post. I can't say I'm too excited about any changes to be honest. The lore benefit to 911 was nice but I still see no reason for me to get that many ranks of air lore so the change is 100% useless to me.

Maybe if they do something awesome with air lore soon I might actually pick up air lore ranks but right now I'll stick with fire lore and enjoy Immolation while it lasts.


I'm not sure what the obsession is with spells capable of friendly fire. It's a silly mechanic that by and large needs to go away.

I don't get it either. It's like they don't want people to use spells, even shitty ones like slow.

Androidpk
09-01-2015, 04:35 PM
Alright, posted on the officials... To me, the buffs of 501, 520, and 504 were about equivalent of adding bonus duration onto spellstore. They may as well have not done anything, and I think players would be happier.

Sorcerers get incredibly well thought out, dynamic spells... and wizards get 1% chance per Seed 9 Earth Lore for reactive Vibe Flares on Stoneskin (if it didn't shatter after the first hit).


Again, you're comparing spells to lores. Apples and oranges.

Fallen
09-01-2015, 10:26 PM
GOLDENOAK2
Just out of curiousity...would an ewave after slow get the additional slow RT penalties? Also is slow a set number of seconds per action, or is it a percentage of RT...like haste is.




It definitely does. Anytime a target is subject to roundtime, it takes the intended amount and increases it (just like haste, but the reverse).


GameMaster Estild

That would work well for crowds. I think slow should give you a flat E/B/P penalty, though. That would IMO tip the spell towards being quite useful if you had the ability to hit a good number in a crowd for control purposes.