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Separate timers for all auras

Tumbleweed
Inifuss
Just this week teams I participated in used: War cry for 4 tanks. Stamina regen for tanks. Sap regen for mage pod. Antimagic for boss mob effect. Antiranged for boss mob effect. HP Balance for team. Shield for the mage that had non-tauntable aggro.
Was it necessary?

Yes, some auras are necessary for particular bosses and are impossible to achieve without. Some of the auras used meant a close to wipe situation was avoided. My point is that MPA is not the be all aura that you make it out to be and that if players understand when is the proper time to use the other auras that they may find they can be just as, if not more, beneficial than MPA. Perhaps during their power-grinding-cat-infused state many players just have not learned the benefits *shrug*.. but that doesn't mean that all the auras but MPA are currently useless.

I agree with the part of this thread about grouping similar types of auras, but that was not your topic.. I am also not saying that auras on their own timers is necessarily bad.. just that I can see where that system could be exploited and the easiest solution for that would be massive cooldowns, or less powerful - which then makes the change not worth it nor the devs time, imo there are more important things they need to concentrate on.

I enjoy change and new things, but change just for the sake of change is not a good idea. No need to reinvent the wheel if the tire just needs patched.

Peace, luv & cookies,
Inifuss

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Peace, Luv & Cookies,
Inifuss
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Last visit Суббота, 23 Ноября 20:10:42 UTC
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