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Post by Parazia on May 27, 2006 6:59:04 GMT
why would u put a 4 minute timer on something so important to a paladin? It is like taking away devastating crit from the assassin or taking the song away from the bard. i could understand like a 2 minute(max) timer but not 4 minutes. I think that u should change that either back to no timer(preferable) or to a timer 2 minutes or less.
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Post by Parazia on May 27, 2006 6:59:40 GMT
it is suppose to be a 4 not $ btw.
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Post by Balduvard on May 27, 2006 8:22:59 GMT
So you're saying that it should be that there is no timer; that paladins (and other smiters) just run out of something that (as you said) is so important to them? As it's been mentioned before, the timer will be under review to adequately adjust it for the amount of damage that should be done over a period of time. I may drop the time between uses as low as 3 minutes, depending on playtest. Please no posts begging for that, either - it'll be based on playtest, not player biases, like everything else. The idea is to ensure that it is a useful ability, but not one that can be exploited to cheese through levels. That means making them far enough apart to allow monsters to regenerate if they aren't otherwise damaged in the interim. Funky
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Post by Parazia on May 27, 2006 15:23:05 GMT
yeah i popsted this before i read that. but ty for answering it
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Post by Delfestra Ruinvorn on May 30, 2006 16:26:56 GMT
In a way, the timer helps balance them - because any pally previously could just run in, triple smite, relog, and triple smite again.
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Post by kalabastin on Jun 5, 2006 12:19:45 GMT
Humm .. why not make the Smite a Small main attack .. with a damage over time aspect?
Say 200 damage at frist .. then dot scaleing down with the timer with a resist check every dot. <Grin> Hope the Pally has good ac .. since everything is going to be pissed at it.
This will fix things .. Since .. You don't get exp when your dead. ( meaning if your dot kills something while your waiting for immortal time to res ya )
Just a Thought ..
Denton
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Post by FunkySwerve on Jun 5, 2006 18:24:37 GMT
Not too clear on what you are suggesting here, but the smite is pretty final as it is. Damage over time requires heartbeats or psuedoheartbeats, which we avoid like the plague to keep lag down. Added delaycommands are a nono as well, because with enoughj running, some are lost here and there. That's why, for instance, the drowning scripts are instant, rather than damage over time - no heartbeatsor delaycommands needed. Funky
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Post by tega091 on Jun 13, 2006 3:46:32 GMT
Here is wat i think about this that if the paladins want the time droped that they will have to earn it and give something up i was thinking something around the lines of a Epic lvl feat like the GS one that makes it stronger. The feat could be taken 5-10 times and each time drop bettween 5 seconds and 15 seconds depending on wat u guys think it should but taht way u can drop it a lil bit and that way some of the paladins wont have to say that there is no way around the 4 minuet wait personally i think this would be a good idea becasue like i said they need to earn/give soemthing up for it and they would have to get a lvl which can be hard sometimes to get a LL and they will have to give up a feat to get it please reply back: Negnark
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Post by fusa on Jun 13, 2006 6:17:46 GMT
A paladin taking any more feats for smites will have very low ab (in the 40's unbuffed), trading that for smites would make it useless until the smite timer wore off...by then some creatures would have regened lot of their hitpoints anyway, even if the timer is reduced by 1/2.
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