While doing Scholo earlier today I noticed that Mind Control is behaving differently than it has in the past. Normally if you do not move the mob out of range of the spell or have anything happen to yourself that could disrupt the channeling, it will not break. However, I had it break several times after only 10-15 seconds, and sometimes even sooner than that. It seems as though targets of this spell get a chance to break free automatically every 5 seconds or so now.
I've got a lot of respect for the guys i know that are on the design team, but there's been a few changes lately that have just left me shaking my head
well mind sooth and mind control, while nerf'd, were overpowered to begin with. I dont think anyone is disputing that. If something is out of balance, why not bring it back in line to what the developers had orrigionally intended?
I agree to an extent. It feels like old EQ...like the devs are caving in under the pressure from the players. It's going away from "what is fun" to "what won't break our game".
The game was infinately more fun 6 months ago. (not saying that it isn't fun now)
Sounds like they don't want any CC abilities to last more than 15-20 seconds (usually with a chance to break early every 5th second or so), and it seems to be that way pretty much across the board for all classes. Sounds fair to me. What's the problem again?
There was a thread about this on the forums, one of the forum mods posted that if it is different, it's not an intended change, so they're gonna check on it. Who knows when/what they'll actually do, but at least it's nice to know it's not an intentional nerf
has anyone used it as a tool for single pulls? If it's commonplace, you'll know what I'm talking about... if it's not, I'm not elaborating in fear that they'll nerf it, too.
Treehorn wrote:Sounds like they don't want any CC abilities to last more than 15-20 seconds (usually with a chance to break early every 5th second or so), and it seems to be that way pretty much across the board for all classes. Sounds fair to me. What's the problem again?
from talking with Tig, ariel, daelo I really got the impression that they've all along wanted to get away from the EQ enchanter type of crowd control, or the monk/sk ability to single pull mobs with impunity
their idea of crowd control was always more of an active type, where you're constantly working it, kind of like tank mezzing, or fearing
basically, they wanted it to seem more risky, hoping that it made it feel more fun/exciting
has anyone used it as a tool for single pulls? If it's commonplace, you'll know what I'm talking about... if it's not, I'm not elaborating in fear that they'll nerf it, too.
Vonkaar used to use it when there was several mobs. It didn't allow a single pull, but if was 4 or so mobs, basically turned it into 2 +1 weakend one.
I used this last night in Feralas, had a camp of 3 gnolls Mystic, Reaver & Alpha. Charmed the Mystic and the 2 melees aggro the charmed. Let them beat it dead and handled the 2 others easily one being nuked to half by my charmed caster. So overpowered? Maybe.. I would have had a harder time just going toe to toe with all 3 at once but still not impossible.
Treehorn wrote:Sounds like they don't want any CC abilities to last more than 15-20 seconds (usually with a chance to break early every 5th second or so), and it seems to be that way pretty much across the board for all classes. Sounds fair to me. What's the problem again?
from talking with Tig, ariel, daelo I really got the impression that they've all along wanted to get away from the EQ enchanter type of crowd control, or the monk/sk ability to single pull mobs with impunity
their idea of crowd control was always more of an active type, where you're constantly working it, kind of like tank mezzing, or fearing
basically, they wanted it to seem more risky, hoping that it made it feel more fun/exciting
I guess the Hunter single pull method is going to get nerfed soon as well. I can already hear the crying.
Tikker wrote: their idea of crowd control was always more of an active type, where you're constantly working it, kind of like tank mezzing, or fearing
basically, they wanted it to seem more risky, hoping that it made it feel more fun/exciting
EQ did that already with the release of Gates of Discord on several encounters which required you to tank mez adds, or basically split your raid force into 2 or 3 or even 4 seperate mini raids to be able to complete the encounter.
Using fear as CC though leads a lot to be desired because when I use it outdoors and a creature runs by another of the same faction (Elite dragonkin for example) then those will add to the encounter, which usually causes me to start fearing the add, and the original, which can add more, ad nausem...
Zanathar
The Nuking Skeleton
WoW
I helped Mindia!!!! Too bad he is back...
it involves ice trap and bugging the aggro. I am sure it was not intended and is on their to do list once hunters start to get a clue. (wait, hunters get a clue? nm won't be fixed)
I have yet to see/hear/read of any such tactic, other than what some tool on the WoW class forums was bragging about having invented involving frost trap/trap fx not breaking on feign death.
Of course it was utter bullshit (anyone who knew anything could have pointed out before reading any further in his post) because the moment you FD any traps you had out, or any effects you have on any mobs, disappear instantly, and the mobs reset (full health, new pets, new guards, etc. etc.). Maybe if Frost trap, magically, didn't follow the same rules that every other spell and effect in the game (which it does), it would have worked. It was fantasy.
I'd love to hear what your r337 sup@r s3krit magic bullet is.
If it's something other than working traps, concussive, etc. on potential adds in order to leave you with one mob running way out ahead of the pack, and having someone tag the single just as you feign, I'd be surprised.
Of course, as any graduate of elementary school knows, the way this game works is now it's your turn to go "nuh uh, that's not it, and I'm not telling", so I don't know why I'm wasting my time.
Edit: Ah, exploiting bugged agro? That's cheese. I was thinking there might have been an actual, legitimate strategy that was unknown to me.
Last edited by Treehorn on Wed Jan 26, 2005 1:29 pm, edited 1 time in total.
Zanathar wrote: Using fear as CC though leads a lot to be desired because when I use it outdoors and a creature runs by another of the same faction (Elite dragonkin for example) then those will add to the encounter, which usually causes me to start fearing the add, and the original, which can add more, ad nausem...
I think that's why fear tends to work so well, more often than not.
Seems like when I play with sheep, traps, sleep, etc., it almost always breaks early, but Fear usually lasts full duration. Maybe, since it is the riskiest form of CC ("Oh look, fear broke, and it came back with friends") it is "allowed" to go full effect more often?
That's been my experience, anyway. Your milage may vary. /shrug