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#11 (permalink) |
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Administrator
Community Manager
Site Owner |
Re: Counter Spelling
Unless they dont show you numbers to min/max with.
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#13 (permalink) |
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Administrator
Community Manager
Site Owner |
Re: Counter Spelling
We shall see. Its my hope that they dont show us things like how much xp we get from each mob we kill in any way shape or form. I'd be happy not knowing HP/mana or any of the other stat numbers as well and just have text based ranks for all of them. It would be pretty hard to min/max in a system like that.
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#14 (permalink) |
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Junior Member
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Re: Counter Spelling
For the whole counterspell thing...I hope they throw in some randomized factor, otherwise we could see a problem developing. Picture this, end game sorcerors (im just deliberating here) with max perception, able to counter near 90-100% of spells thrown at them. Obviously this can be a problem.
Maybe they throw in a *counterspell* stance (with all the *more on this later* I might have missed if they stated this) which could prevent the sorceror from actually attacking the targets. And about the whole stat system... from the SS's they've posted, I havent seen any actual numerical values, other than actual melee damage. I would like to, however, just see these numbers shown, because phrases of *bad* *good* *excellent* would be tedious... and be irrelevant if they added future *character progression* in expansions and whatnot. Just my oppinion, and lets hope they get the counterspell system working right. |
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#15 (permalink) |
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Senior Member
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Re: Counter Spelling
I think there will be more involved then just perception, although that will play a big part. But I also think that your Sorcerer will need to be familiar with the spell to be able to counter it. A sorcerer may see that an enemy spellcaster is casting a spell but they have no idea what it is, and they aren't sure how to counter it. Perception will allow them to learn what the spell is... over time. Eventually they can learn the spell, and even counter it. How much time it takes to be able to do that... we'll have to see.
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#16 (permalink) |
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Member
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Re: Counter Spelling
Its great in concept, but how they've done it right now is not exactly optimal. Having 12 seconds (well at least thats the window of oppurtunity for exploiting openings made by partymates, not sure as to whether this would be the same with counters) even with the anomaly of lag, just isn't realistic. Then again, he did say he was considering changing it to 6 seconds. *crosses fingers*
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#17 (permalink) |
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Junior Member
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Re: Counter Spelling
One thing that could be inportant to keep in mind is they seem to be making the perception something of battle of wits. Maybe the spell counters take into acount the opponents spell, the opponents level, and his perception. If you knew the opponent was going to counter your spell even, maybe you throw some sort of nasty little suprise into it or something... I doubt that counter spell will be an instant success sort of ability, you must first percieve the spell being cast, then you must try to do something about it. I think the actual act of the counterspell will depend on alot of factors, maybe if you fighting a powerful wizard, you see the spell coming a mile away, but he's just too powerful for you to turn his spell aside.
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#19 (permalink) | |
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Junior Member
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Re: Counter Spelling
Quote:
![]() That is totally hilarious....I can remember when I started an MMoG (ages ago), OMG I was sooo lost, and was gett'n cursed out constantly because most of the lowbies I grouped with alts of mains who had been playing for ever and three days. But I think this will go more smoothly, even for the newbs to MMoG, simply because this is def a 3rd Generation game, totally diff...everyone will be a newb ![]()
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