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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. |
hmm yes lower the time or the ammount of possible walls that can be active
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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. |
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. |
Less damage, only 2 at a time, and take more mana.
Also balance them out based on the magic level. |
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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.) |
*reads above* yup was gonna suggest the mana upkeep. Would only make sense.
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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. |
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. |
first Fix The Damn Lag
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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. |
Gov could have the thorns that he already grants as his wall, which would free up fire for Balor.
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Will it remain a Magic spell, or become a prayer?
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It'll remain magic, it's just a magic spell that is granted by your God. These are just ideas though.
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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. |
Could someone post a screen shot of some walls? I've never seem them before (I don't exactly play GK).
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A nerf every time someone doesn't like something
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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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