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Invis changes, and Sorc Buffs
I am enjoying my new buffs to my primary skills, and to spell awareness, but not the change to invis.
I understand the need to adjust invis to be disabled while in active combat, but there should be a way to cast the spell once your decide to turn tail and run. I can be chased for many meters by a mob, and through many of it's friends, and would prefer to be able to hit my invis once I have outpaced said mob, and can do so without it gaining too much ground.
While the mob still has his bead on me I should be able to hide myself from those around who are unaware of me. You should change the AI to make an aggro assistance check instead of just disabling a spell for the duration of combat, which if bugged can be a very long time(until you /exit).
Invisibility has been either undocumentedly adjusted to exclude Undead, or been bugged slightly to do so. Invisibility is Invisibility. Either you can cloud the eyes of those without the will to see past a simple illusion or you can't.
Sporadic mobs that can based on level, or class yes, but not entire races. Undead arn't the most bright to begin with.
As for the buffs, awesome, but I was fine without them, and they really seem more like Psi buffs. I'd rather have more power in my resist buffs, and to have them upped in energy cost yet group based.
Overall great. Liking the nukes as well.
If I may, I'd like to see an elemental based Chaos Volley style spell to level up in tandem with the existing chaos volley for those mobs with high arcane resistance. More diversity in spell selection.
(I made up some words, feel free to use them if you know which ones they are)
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