Monsters and Memories (Project_N) - Old School Indie MMO

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patch notes look great! Really awesome to see they are listening to feedback but keeping their hands on the reigns. The necro updates have me feeling good about the class direction and cleric melee/last hit stuff is interesting enough for me to try out a cleric.
 

Daidraco

Avatar of War Slayer
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Heh yea clerics and paladins get mana regen before the enc/warrior hybrid. Dope
Theres a few things about that class that I would have logically thought would go a different direction. As a "Tank" I would have imagined that they would have had a defensive conversion to Mana Burn instead of a DPS component. Couple examples I was thinking when talking to Hekotat Hekotat when he was playing his was like..

Maybe instead of a Mana Burn...
Mana Tap? or even a Life Tap conversion?
Absorb Shield specific to spell damage?

Or like, when you successfully silence a mob -
You gain a short duration armor buff? Or a mild duration resistance buff to the resistance check that would be used for the spell you interrupted?

Also.. the Dread Line is a poor mans imitation of the melees line of Cripple. Has inconsequential stats tied to the nuke. The int decrease might add up to ~2% damage decrease. But that doesnt account for accuracy and crits, much less the amount of damage that ~1.4% per hit is saved over the course of the entire fight that cripple saves. The other stat decreases in Dread would decrease the mana pool size and the regen. ... But the NPC isnt going to live long enough for that to even matter. Especially with the monstrous size of NPC mana pools as they are right now. How about a revisit on those stats? This spell doesnt stack afaik, so....

For example, Dread: 420 Nuke, 50 point reduction in Int/Wis (~5% dmg decrease), 10% Fizzle Chance, 25% Cool Down Slow.

That makes much more sense than:
Causes dread to your target's mental state, causing 420 points of Magic Damage and decreasing their Intelligence, Wisdom, Charisma, and Mana Regeneration by 20.
 

Pasteton

Vyemm Raider
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Dread is actually really nice when combined with enchanters drain mana. At the high end you can take a mob to oom with a few casts, but because some annoyinng spells like fear cost so little mana, the mob can still regen enuf back to cast it. But dread stops that from happening . It’s mostly useful for named mobs / longer fights
 

Daidraco

Avatar of War Slayer
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Dread is actually really nice when combined with enchanters drain mana. At the high end you can take a mob to oom with a few casts, but because some annoyinng spells like fear cost so little mana, the mob can still regen enuf back to cast it. But dread stops that from happening . It’s mostly useful for named mobs / longer fights
Wouldnt the Enchanter's Anguish overwrite the Inquisitors Dread? I guess if you're referring to the two of them burning the mana pool of the mob up, yea. I mean the two of them together, you would HOPE that they could neutralize a SINGLE caster mob... Even then, they cant even completely get rid of the casters ability to cast Fear. So the both of them together cant even neutralize a mob from casting a harmful spell?.... C'mon..

I also understand that the Enchanter is one of the parent classes of the Inquisitor. But even then, the spell line leaves room for improvement regardless of the class. I think the mana regen component could be tied to mana burn - as in, it puts a short duration debuff on the mob that inhibits mana regen like Rabies does for HP. Then you could improve the Anguish/Dread line with Fizzle and Slower Cool Downs.

I think what Im really getting at here is that if I were a game dev - I would be trying to make every single spell / ability strong enough that you would have to make "tough decisions" when putting spells on your spell bar. As the Anguish/Dread line seems like a relic of early EverQuest and was really just a filler spell to compete with the Cripple Line for physical damage. Which it still doesnt, really, because Str/Dex/Agi all effect accuracy, procs, armor, crit rate, crit amount, etc. etc. etc. - The two just dont compare.
 
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Quaid

Trump's Staff
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patch notes look great! Really awesome to see they are listening to feedback but keeping their hands on the reigns. The necro updates have me feeling good about the class direction and cleric melee/last hit stuff is interesting enough for me to try out a cleric.

Ya I dunno, it's kind of a shame there's no Complete Heal. I understand why obviously, but it provided a real satisfying gameplay moment trying to get max mana efficiency. It took a lot of game knowledge and experience to time a CH juuuust right. "Stand up and take a few whacks every 2 minutes" feels like busy work, and 'last hit' nukes relies a good deal on luck, which I don't prefer. Get a string of bad luck on killshot nukes and there's a chance you waste more mana than actually gain from the regen bonus.

I really hadn't considered how important CH was for EQ Cleric to feel good before now. Shame it breaks the game so bad.

I wonder if it's possible to do something like "If X Heal lands and target has <20% HP, its heal amount is doubled at no extra mana cost". I really like the Risk v. Reward on that, and it couldn't be used to cheese raid encounters later on.

PS Clerics rolling on high end haste items is going to be fucking hilarious.
 
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Burns

Avatar of War Slayer
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Wouldnt the Enchanter's Anguish overwrite the Inquisitors Dread? I guess if you're referring to the two of them burning the mana pool of the mob up, yea. I mean the two of them together, you would HOPE that they could neutralize a SINGLE caster mob... Even then, they cant even completely get rid of the casters ability to cast Fear. So the both of them together cant even neutralize a mob from casting a harmful spell?.... C'mon..

I also understand that the Enchanter is one of the parent classes of the Inquisitor. But even then, the spell line leaves room for improvement regardless of the class. I think the mana regen component could be tied to mana burn - as in, it puts a short duration debuff on the mob that inhibits mana regen like Rabies does for HP. Then you could improve the Anguish/Dread line with Fizzle and Slower Cool Downs.

I think what Im really getting at here is that if I were a game dev - I would be trying to make every single spell / ability strong enough that you would have to make "tough decisions" when putting spells on your spell bar. As the Anguish/Dread line seems like a relic of early EverQuest and was really just a filler spell to compete with the Cripple Line for physical damage. Which it still doesnt, really, because Str/Dex/Agi all effect accuracy, procs, armor, crit rate, crit amount, etc. etc. etc. - The two just dont compare.
Competing for a spot on the 10 slot spell casting bar hurts Harm Touch as well. The 30/45 min cooldown that maybe does half of a normal, even con, mob's HP isn't going to save the day anything close to the amount of times Lay on Hands does/will. Sure, if a snare wears off and the stun/mez/grip is on cooldown or gets resisted, then maybe you wish you had it on your bar.
 
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Quaid

Trump's Staff
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Competing for a spot on the 10 slot spell casting bar hurts Harm Touch as well. The 30/45 min cooldown that maybe does half of a normal, even con, mob's HP isn't going to save the day anything close to the amount of times Lay on Hands does/will. Sure, if a snare wears off and the stun/mez/grip is on cooldown or gets resisted, then maybe you wish you had it on your bar.

I was very surprised by the buff to the Inquisitor 'oh shit' charm. Between the dmg mitigated by CCing the MOB, then add to that the potential dmg output the pet could do in that time, it seemed appropriate compared to LOH and HT (I have not done the math). It was maybe even MORE powerful than either of those abilities even at 15 sec duration. Now though at 1 min duration it feels way out of balance with those other knight 'special' long cooldown abilities. Especially true for SK, based on what you said above.
 
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