IDEAS FOR RYZOM


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#1 [en] 

Hey guys, So you probably read the title and first thing came to mind was how useless drain spells are at the moment.

Currently drain damage spells do not benefit from the damage increase % on amps, only the speed casting increase. My "idea" is that they adjust this so the drain spells gain damage from wearing amps, as it seems extremely illogical for someone to do the same damage naked as wearing amps with any spell. Maybe then they will be used by someone? :D

Thank you

#2 [en] 

Completely agreed. One hardly sees them used, a little bump in power to compensate for the drawbacks wouldn't hurt.

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#3 [en] 

disaggree !

I use them and like also.

(example for use: Madakam)

#4 [en] 

drain spells have some uses, yes indeed you don't want madakoo to light you on fire with your own spell even when you are carrying 70% fire absorb jewels but:

you really can't train with drain, that is, if i have a drain spell that i just arrived at the correct level to train, i can't use that spell on a mob that is level+20 for max exp, because the mob just resists the spell very very quickly since it is (i guess this is the reason) so many levels higher than you

therefore you only really get to use drain spells of a higher level that you got later, on a mob that is lower level. effectively making it crap for training. if i am wrong about this i don't mind being corrected but this is my experience, drain sell link is broken too easily to be useful, and on top of that concentration is worthless in tandem with drain spells

any thoughts?

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#5 [en] 

Warning: Minor spoiler ahead.

Eruv, my experience mirrors yours. There is an alternative way for training: Teaming up. Last week, for the first time I did train an affliction spell. Same story there. Someone else wanted to train a skill she had way lower than her usual preferred skill. So we teamed up. She did the killing alone while I was afflicting the victim. While her killing went rather slowly I could launch ~12 afflictions of which about 11 were either resisted or utter failures. In ~90% of the cases 1 successfully afflicted the mob for a short time (longest was ~6 seconds) and so I got xp. After the fight I used my healing powers to fill up my teammate. So I was not useless to her. If I had healed up during the fight we would have gotten almost no xp.

To be able to do this you have to find the right combination of skills and fauna or flora to train on.

#6 [en] 

Going back to the first poster, I agree that drain spells are somewhat useless.
My experience is that the links break too quickly and thus you lost a lot of sap/hp for casting a spell that doesn't do a lot of initial damage.

I would like to see
a. more initial damage
or
b. higher success rate in keeping links alive
or
c. damage increases over time so that at least it makes you keep trying
or
d. adjustment to amplifiers as mentioned

#7 [en] 

I've come around to thinking that what might best be done with drain damage spells is to allow them to be doubled with afflictions. This makes so much sense (at least to me) that I sort of think this was the intent when they were originally introduced, but it never got implemented.

A problem with this is that the most obvious affliction to pair with drain damage is stun, which is in the "celestial" class rather than the "atysian" class, and so at least in the game lore would require combining two unlike things. Still, madness or root with drain damage would be good fun, and any affliction paired with drain damage would be powerful in team play.

#8 [en] 

i agree that drain spells don't much make sense, you can't train them solo, because you have to stay linked to the attacked mob, that's fine for a second or two untill the mob hits you, then poof link broken, gotta cast it again, whoops, got hit cast interruped, cast again, get hit link broken, cast again, interrupted again, ect, you can see the pattern, and while the mob looses 100 hp, your laying in a coma calling out in region for a rez please.

also, teams to train this skill, someone mentioned that, but because of the massive amounts of resists and quickly broken links it's still useless to do in a team of two, maybe even in a larger team if your all of the same lvl, the mob lvl's get higher with the bigger team (if your going for max xp per kill)
(the formula i've come to find works best for that is 1 toon = highest skill used plus 20, and for each team member doing the fighting {far away members don't matter at all if they're not fighting the same exact mob} add another 10 lvl's each, and while this isn't 100% true all the time, it does work quite often for most all mob's on the big tree)

to really make them useful something should be done, i like the options i've read here, and because i don't use these skills often (because of the lack of sucess) i do agree that something should be done to make them work a little better, after all i'd like to use them as i think it would be nice to find a real use for one of the many options a player has.

but that's "just my two dappers" (someone likes to say this in the forums but the name is eluding me right now, if someone can direct me to a post with it, i'll like to quote it and add it to my signature)

+1 firstdo for this idea.

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Remickla (atys)
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