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-   -   Change the Wall Spells? (https://forums.graalonline.com/forums/showthread.php?t=79282)

Drakeero 04-02-2008 04:16 PM

Change the Wall Spells?
 
For awhile the build wall spells have been pretty overpowered and especially during the easter egg house event they caused some "issues" between other players.

I'd like to see what everyone thinks about fixing them.

Nature2 04-02-2008 04:32 PM

hmm yes lower the time or the ammount of possible walls that can be active

lordbosh 04-02-2008 04:41 PM

My suggestion..

Magical level should heavily determine how many walls/directors you could support.

Wall/director HP also is determined by the player's magical level.

Magical walls can also require Upkeep of mana while deployed. Thus reducing the amount of spells a mage can use to defend themselves while deploying mass amounts of walls/directors.

Monsters and players can damage and destroy the walls/directors themselves from their source point.

Drakeero 04-02-2008 04:52 PM

Personally, I would rather not lower the time. With the number of walls limited then a shorter time won't be needed to thin them out.

Lightning Walls are the best for doing raw damage, which is why people were setting up huge numbers of them. Lowering their time would limit just how many could be out at once but it wouldn't fix the problem because you could use a bunch of mana crystals and still cast half a million of them. Lowering the time too much might also defeat their purpose of being a wall.

Bullet walls I think might last a little too short already, but that's probably just because of my caster level. I think that bullet walls are very well balanced overall and more walls should be styled after it.

Fireball walls don't shoot often enough at all. If they shot as often as bullet walls they would be far overpowered, but as is they're still way underpowered. Maybe later there can be separate thread just discussing how to fix the fireball walls but for now I think that walls in general should be fixed.

With the number of walls per person limited the ease on the server should be limited (especially during things like the Easter House), and it really would force a bit more teamwork. People wouldn't have been able to claim quite so much space in the house and an earth to dust spell would have been far less damaging.

P.S. For what its worth I voted to keep it one wall per type per person. I think that only being able to put up just one wall would be too limiting. I'd still like the freedom to set up more then one wall. It would be more fun and colorful since people would be using different walls and I think it might be a little bit of a challenge figuring out which different types of walls should be put where (especially in a group) to get the most effectiveness.

cbk1994 04-02-2008 04:56 PM

Less damage, only 2 at a time, and take more mana.

Also balance them out based on the magic level.

Drakeero 04-02-2008 05:04 PM

Quote:

Originally Posted by lordbosh (Post 1383689)
My suggestion..

Magical level should heavily determine how many walls/directors you could support.

Wall/director HP also is determined by the player's magical level.

Magical walls can also require Upkeep of mana while deployed. Thus reducing the amount of spells a mage can use to defend themselves while deploying mass amounts of walls/directors.

Monsters and players can damage and destroy the walls/directors themselves from their source point.

I disagree that magic level should affect the number of walls. If magic level supported how many walls (I'm not talking about directors for right now.) we would still get spams of walls by more advanced players and beginners would be stuck at a massive disadvantage. It would also shift more emphasis away from teamwork which I think would be one of the better cures to help save the server.

I agree that wall (still not talking about directors, I want to talk about those in a different thread.) HP SHOULD be linked to magic caster level. I think that we should try to find a way to set them up so King John can't effortlessly destroy every wall put up but a beginner player can still take one down with patience. It would ruin the whole idea if a group has to carefully plan out and cast their walls only to have someone run up and one-hit destroy them. I think maybe some of the stuff used in fortifications can be applied to the walls.

I agree that monsters and players should be able to attack and damage walls with both spells and melee attacks.

I disagree that walls should require a mana upkeep. Mages don't really have that much of an advantage with "defending themselves". Most of the time they can't cast a spell because of interrupts. I also don't think that Graal is ready for an idea like this. We should still be working on completing the magic system and getting the thing finished more as a whole.

P.S. In edition to all this, I would like to point out that I do not think it is possibly to completely balance out the walls at this time. I am certain that they will need to be changed again further down the road but for right now we should at least try to get them a little bit more fair so we can move on to other parts of the magic system. (Like directors, and changing fireball walls.)

Ravenblade1979 04-02-2008 05:06 PM

*reads above* yup was gonna suggest the mana upkeep. Would only make sense.

lordbosh 04-02-2008 05:34 PM

Basing limits on magic level is intended to give an advantage to the higher leveled more powerful player... Why else would you be a high leveled and more powerful player?

You could cap the walls to a maximum of whatever is needed that won't risk causing considerable lag and other problems.

kia345 04-02-2008 05:44 PM

Only one should be castable at a time.

We can only use one summon elemental. You can only use dancing sword or magic fist once. You can only animate one weapon. Why not make it the same with walls? Also, like the aforementioned spells, when you cast another spell, the wall should be destroyed.

Ziro_of_the_Turks 04-02-2008 06:01 PM

first Fix The Damn Lag

Tigairius 04-02-2008 06:44 PM

Personally I think walls should depend on your god.
Leucetious gets lightning wall (but seriously nerfed)
Govannon can have fire wall
Bile can have frostbolt wall or so, etc.

kia345 04-02-2008 07:03 PM

Gov could have the thorns that he already grants as his wall, which would free up fire for Balor.

Tigairius 04-02-2008 07:07 PM

Quote:

Originally Posted by kia345 (Post 1383713)
Gov could have the thorns that he already grants as his wall, which would free up fire for Balor.

hm yes :)

lordbosh 04-02-2008 07:08 PM

Will it remain a Magic spell, or become a prayer?

Tigairius 04-02-2008 07:10 PM

It'll remain magic, it's just a magic spell that is granted by your God. These are just ideas though.

OasaTor_PK 04-06-2008 01:23 AM

I agree, walls are over powered.
But when Melee is as overpowered as it is, its really the only way for a mage to combat all you level 110 players.

You can simply run up to me, hit me. I am done. Get 200 damage done while the casting animation still goes off even though I cant cast.

If this is nerfed, magic fixes better come along with it.

smirt362 04-06-2008 03:02 AM

Could someone post a screen shot of some walls? I've never seem them before (I don't exactly play GK).

BigBear3 04-11-2008 09:59 PM

Quote:

Originally Posted by OasaTor_PK (Post 1384436)
nerfed

I smell Zodiac.

smirt362 04-11-2008 10:55 PM

Quote:

Originally Posted by BigBear3 (Post 1385407)
I smell Zodiac.

What?

kia345 04-11-2008 11:19 PM

A nerf every time someone doesn't like something

smirt362 04-12-2008 02:32 AM

Quote:

Originally Posted by kia345 (Post 1385454)
A nerf every time someone doesn't like something

Ahh

ReBorn_Spirit 04-15-2008 07:43 AM

Only thing walls need is to be not destroyed by any spell but just the earth to dust spell. Including the directors, wouldnt be so bad. They do cost alot of mana, and we don't need to give scroll spammers more reason to abuse the 107 mental scrolls.


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