ANNOUNCE NEWS #3976 (10/31/2013 at 16:44)
From : Tecton, the Terraformer
To : Everyone
Subject: Ranged changes
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While evaluating our latest round of classlead reports, we started making changes to classes to promote more emphasis on melee-ranged and line-of-sight combat, rather than area-wide. This should make things more interesting overall, rather than being picked off from someone who you can't see.
Since the classleads are completed, we've gone back and made changes to the classes that were evaluated before we started on this path, so I'm pleased to announce the following tweaks.
* CHOKE and CRUSH (Kaido) require the victim to be in line-of-sight with the monk.
* CATACLYSM (Crystallism) now requires the target to be within a three room range of the vibration.
We'll be monitoring these changes alongside the others of this nature, and may make additional changes if necessary.
Penned by My hand on the 3rd of Aeguary, in the year 639 AF.
I'm all for this because I love melee. However, I also feel that since cataclysm is -much- less useful now, it should no longer require three magi. This would give magi some decent los.
Thoughts from the real combatants?
Comments
Unsure how I feel about the cata change. It was strong but shielding and being indoors defeated it, and with meteors being a short range now shielding was an ultimate defense against it.
Edit: Words are confusing sometimes.
Uh yeah, if we cut Cataclysm Staffcast damage by like -80%. Or had it instantly dampen if one Magi leaves the area. Because screw grateaclysm.
And do psychedelic drugs while doing so.
@Tecton
There's no reason for a one man Cataclysm, since its function is still the same. Changing it to one Magi spin would be a specific targeted change to only Magi 1v1, not raiding.
* We've designed decked Magi damage to not be tankable, but left escape as an option. Adding 3 rooms to actually escape is hugely impactful.
* Retardation with adjacent Cataclysm nightmares
This was meant to limit range combat. In this it was a success.
I wouldn't say monks are any better in melee than magi or another damage-heavy class, and their lack of hindrance wouldn't even put them at the best in melee. Tankiness perhaps, though not many people went monk for its tanking abilities.
Disagree that monks are in a good spot overall.
Monks are the best range in the game.
Monks are the best tanks in the game.
The fuck else do you want?
@Penwize stfu noob
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
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