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Morety
05-08-2007, 01:52 PM
source (http://www.war-rvr.net/index.php?option=com_smf&Itemid=53&topic=1785.0)

Careers Covered:
- Magus
- Bright Wizard
- Zealot
- Warrior Priest



Magus

Abilities

Fling Red Fire
Action Points: 100
Range: 0-100 ft
Description: Deals moderate damage

Clinging Chaos
Action Points: 90
Range: 0-100 ft
Description: Snares target, reducing run speed by 20% for 6s

Dissolving Blast
Action Points: 130
Range: 0-100 ft
Description: Damages target over 10s, reduces their stats slightly

Invoke Orange Fire
Action Points: 90
Description: Your toughness/armour are increases by 20% for 12 seconds

Befuddling Green Fire
Action Points: 130
Range: 0-100 ft
Description: Damages target and Disoreients them for 6s, increasing buildup times on abilities by 1 second

Exhaustive Power
Action Points: 100
Description: For the next 9s you do 15% more damage, for the next (x) seconds afterwards deal 10% less

Aegis of Yellow Flame
Action Points: 130
Description: For the next 6s magical attacks against you do 'almost no' damage but instead restore some AP/HP

Ascendance
Action Points: 130
Description: Become virtually immune to melee damage for 8s

Surging Blue Fire
Action Points: 140
Range: 0-100 ft
Description: Damages your target and has a chance to hit 3 other targets near them

Devastating Indigo Fire
Action Points: 140
Range: 0-100 ft
Description: Damages your target and all other enemies within 20 feet of them

Warping Blast
Action Points: 130
Range: 0-100 ft
Description: Damages your target and disarms them, making them unable to use weapons for 3s

Despairing Black Fire
Action Points: 90
Range: 0-100 ft
Description: Ground Targeted AoE, damages all enemies within 50 feet of the spot you select

Morale

Violent Fire of Tzeentch
Range: 0-100 ft
Description: Target begins to burn, suffering high damage and reducing their resists by 60% for 9s

Power Vortex
Description: Damages all enemies within (x) feet of ou, and slighly restores your AP based on damage dealt

Tenacious Tendrils of Force
Range: 0-100 ft
Description: Target takes damage over (x) seconds, and is rooted, making them unable to move

Tzeentch's Spark
Range: 0-100 ft
Description: Shoots a bolt of lightning, damaging all enemies within 30ft of the target

Force Lance
Range: 0-60 ft
Description: Burst of power that damages enemies in a straight line in front of you.

Roiling Winds
Range: 0-100 ft
Description: Cloud surrounds the target for 9s, damaging all enemies within 25ft of them periodically

Plundering Power
Range: 0-100 ft
Description: Removed up to 2 beneficial effects from your enemy, and heals you for each one

Corrosive Grey Fire
Range: 0-100 ft
Description: Target begins to burn, suffering high damage over (x) seconds

Conduit of Chaos
Range: 0-100 ft
Description: AP costs of your abilities are reduced by 20% for 12s

Maelstrom
Range: 0-20 ft
Description: Damages all enemies within 20 feet of you, but momentarily stuns you

Tactics

Elusiveness
Tactic Slots: 4
Description: All snare effects are 20% less effective against you

Fury of Chaos
Tactic Slots: 2
Description: When hit in melee, there is a 25% chance that some damage will be dealt to your attacker

Erratic Movement
Tactic Slots: 3
Description: Chance to evade increased by 10%

Reckless Abandon
Tactic Slots: ?
Description: Whenever you kill a target, your next damage spell within 20s will do 15% more damage

Overextension
Tactic Slots: 3
Description: Increase spell range by 15%, but increase AP costs 15% as well

Distortion of Reality
Tactic Slots: 3
Description: Your damaging spells detaunt your target, reducing damage they deal to you by 10% for 6s and reducing hate

Assimilation of Energy
Tactic Slots: 3
Description: Any time you suffer magical damage, you regain 10% of the damage as AP

Changer of Ways
Tactic Slots: 3
Description: Green Fire will also Daze your target, reducing their stats by 5% for 6s

Conduit of Madness
Tactic Slots: 3
Description: Int and Tough are greatly increased, but willpower is slightly decreased

Protection Of Tzeentch
Tactic Slots: 3
Description: Orange Fire will also increase all of your resists by 20%

Spreading Flames
Tactic Slots: 3
Description: Red Fire will deal an additional 50% of it's damage to all enemies within 15ft of your target

Tide of Chaos
Tactic Slots: 3
Description: Your group's strength is greatly increased, but your willpower is slightly decreased

Unbearable Abhorrence
Tactic Slots: 4
Description: When hit in melee, there is a 5% chance that the attacker will lose 5 seconds worth of morale

Burst of Force
Tactic Slots: 4
Description: Red fire gains a 10% chance to cause a setback, increasing casting time by an additional 1s



Bright Wizard

Abilities

Flames of Rhuin
Action Points: 60
Range: 0-100 ft
Description: For the next 18s, your target's melee attacks will cause additional elemental damage

Flame Breath
Action Points: 140
Description: Cone of fire that deals damage to all enemies in front of you

Flame Shield
Action Points: 60
Range: 0-100 ft
Description: Any time your target is hit in melee within 20s, damage will be dealt back to the attacker

Fireball
Action Points: 130
Range: 0-100 ft
Description: Deals damage to your target and all enemies within 30 feet of them

Inflammability
Action Points: 80
Range: 0-100 ft
Description: Your target's Elemental and Lumina resists are reduced by 30% for 12s

Distracting Burst
Action Points: 90
Range: 0-100 ft
Description: Deals low damage to the target and inflicts a setback, adding 2 seconds to any spells they are currently casting

Rain of Fire
Action Points: 140
Range: 0-100 ft
Description: Meteors strike the ground doing damage to all enemies within (x) feet of that spot

Slow Burn
Action Points: 100
Range: 0-100 ft
Description: Target and all enemies withing 15 feet regain action points 25% slower for 6 seconds

Burnout
Description: Restores 90AP but does damage to you which you cannot prevent

Morale

Wildfire
Range: 0-100 ft
Description: Target and all enemies within 40 feet suffer high damage over 9 seconds

Conflagration of Doom
Range: 0-100 ft
Description: Pillar of flame ignites the target, burns the spot for 8 seconds afterwards dealing damage to anyone who is within 10 feet

Fever
Range: 0-100 ft
Description: All heals on your target are reduced by 20% for the next 8 seconds

The Burning Head
Range: 0-100 ft
Description: A ghostly flaming skull streaks overhead, damaging all enemies in front of you

Shielding Blaze
Description: All magic damage against you is reduced by 50% for the next 6 seconds

Firestorm
Range: 0-100 ft
Description: The ground you are standing on bursts into flame, damaging all enemies in that area over 8 seconds

Lava Field
Range: 0-100 ft
Description: Target and all other enemies within 30ft become snared by 30% for 6 seconds

Melt Armor
Range: 0-100 ft
Description: Damages your target over 10s and reduces their armour by 30%

Flaming Disaster
Range: 0-100 ft
Description: Target and all other enemies within 30ft become dazed, reducing all their abilities by 10% for 6s

Purifying Flames
Description: Removes one negative effect from you, and heals you when successful

Tactics

Key of Tinder
Tactic Slots: 3
Description: Cooldown on detonate is reduced by 4 seconds

Key of Spark
Tactic Slots: 3
Description: Any time you are hit in melee, 30% chance damage will be dealt back to the attacker

Tempered Acumen
Tactic Slots: 3
Description: Your int is increased and your toughness is slightly decreased

Volatile Flames
Tactic Slots: ?
Description: Chance to crit with magic is increased by 35%

Persistent Flames
Tactic Slots: ?
Description: All damaging spells have a 20% chance to cause a burn, additional damage over 6 seconds

Shield of the Tangible
Description: Increase group's elemental resistance by 15%

Key of Embers
Tactic Slots: ?
Description: When below 20% hp, all cooldowns are reduced by 50%

Key of Smoke
Tactic Slots: 3
Description: Any time you crit with magic, you regain 50 AP

Key of Flame
Tactic Slots: 3
Description: Any damage spell with a radius has radius increased by 10%

Smoldering Pain
Tactic Slots: 3
Description: Damage caused by burn effects increased by 20%

Uncontrolled Flames
Tactic Slots: 3
Description: All damage spells have a 10% chance to cause addtional damage to another enemy within 20ft of the target

Explosive Energy
Tactic Slots: 3
Description: All magic damage you deal is increased 5%, but AP costs for all abilities are 10% higher

Key of Fire
Tactic Slots: 3
Description: Rain of Fire/Ignite deal 10% more damage, Fiery Blast and Fireball deal 10% less

Zealot

Abilities

Mirror of Madness
Action Points: 100
Range: 0-100 ft
Description: Damages the target

Tzeentch's Restoration
Action Points: 100
Description: Heals your entire group

Ritual of Exhaustion
Action Points: 100
Description: Dark ritual that causes harbinger bearer to regain AP 20% slower, but groupmates within 60ft 10% faster

Demon Spittle
Action Points: 130
Range: 0-100 ft
Description: Damages your target over 10s

Elixer of Dark Cleansing
Action Points: 100
Range: 0-100 ft
Description: Removed 1 harmful effect from an ally

Ritual of Fragility
Action Points: 100
Range: 0-100 ft
Description: Dark ritual that reduces armour of harbinger bearer, increasing the armour of groupmates within 60ft

Golden Eye of Tzeentch
Action Points: 140
Description: Your chance to disrupt hostile magic is increased by 75% for 10 seconds

Ritual of Lethargy
Action Points: 100
Range: 0-100 ft
Description: Ritual that increases cooldowns of harbinger bearer, reducing cooldowns of groupmates within 60ft

Dark Medicine
Action Points: 100
Range: 0-125 ft
Description: Heals the target

Tzeentch Shall Remake You
Action Points: 50
Range: 0-10 ft
Description: Resurrects the target

Ritual of Exsangination
Action Points: 100
Description: Dark ritual which deals damage to the harbinger bearer, and heals an groupmates within 60 feet for a portion of the damage

Tzeentch's Cordial
Action Points: 130
Range: 0-125 ft
Description: Heals target, then heals them over time for 10s

Morale

Dark per___?
Range: 0-100 ft
Description: Damages your target and all enemies within 35ft over 10s

Eye of Sheerian
Description: Heals your entire group over (x) seconds

Reckoning of Tzeentch
Description: Resurrects up to 2 dead allies within 40 feet of you, but only with 1hp

Reversal of Fate
Description: Deals slight damage to all enemies within 25 feet, slightling healing all allies in the area

Tzeentch's Plan
Range: 0-100 ft
Description: Target and all enemies within 25ft of them regain AP 20% slower for 15s

Coils of Tzeentch
Range: 0-100 ft
Description: Snares your target by 20% for 6s

Phylactery Eye of Tzeentch
Description: Deals damage to the harbinger bearer, and heals you for a portion of the damage dealt

Tzeentch's Talon
Range: 0-100 ft
Description: Target's armour and resists are reduced by 35% for 6s

Cower Before Tzeentch!
Range: 0-100 ft
Description: Target is detaunted, hating you less and reducing damage they deal to you by 30% for 9s

Quelling Mists
Range: 0-100 ft
Description: Deals damage to your target

Tactics

Insight of the Schemer
Tactic Slots: 2
Description: Increases your Intelligence

Gift of the Daemonic Prince
Tactic Slots: ?
Description: Damage caused by your ____ Of Daemonic Fury is increased 20%

Touched by Tzeentch
Tactic Slots: ?
Description: Your melee attacks have a chance to cause additional corporeal damage

Chaos Bearer
Tactic Slots: ?
Description: You regain AP faster for each mark of chaos that you bear

Warping the spirit
Tactic Slots: ?
Description: You are healed when your harbinger dies

Masterful Recreation
Tactic Slots: ?
Description: Tzeentch Shall Remake You will also heal the target resurrected

Overwhelming Despair
Tactic Slots: ?
Description: The Daze effectiveness of your harbinger is increased by 5%

Swift Changes
Tactic Slots: ?
Description: Your group's intuition is increased

Violent Deformation
Tactic Slots: ?
Description: Damage caused by Tumultuous Warping is increased by 20%

Tzeentch's Wrath
Tactic Slots: 3
Description: Any time you are hit in melee, there is a 25% chance your attacker's Strength and Toughness will be reduced for 12 seconds

Brittle Vitality
Tactic Slots: 3
Description: Ritual of Exsangination deals 10% more damage, but ritual of fragility drains 15% less armour

Relentless Concentration
Tactic Slots: 3
Description: Dark ritual durations are increased by 25%

The Hand of Destiny
Tactic Slots: ?
Description: When harbinger bearer dies, your group is healed. Cannot occure more than once every 20 seconds

Hastened Instability
Tactic Slots: ?
Description: The cooldowns on abilities granted by your marks of chaos are reduced by 15% but cost more AP



Warrior Priest

Abilities

Judgement
Action Points: 100
Range: 0-10 ft
Description: Melee attack, dazes your target, reducing their stats by 5% for 4s, builds righteous fury

Wave of Righteousness
Action Points: 100
Range: 0-10 ft
Description: Melee attack that heals all allies within 25ft of the target, spends righteous fury

Divine Light
Action Points: 130
Description: Heals your entire group, spends righteous fury

Prayer of Absolution
Action Points: 90
Range: 0-100 ft
Description: Removes 1 damaging attack from an ally

Blast of Faith
Action Points: 130
Description: Melee attack damages enemies in front of you, up to (x) feet away, spends righteous fury

Righteous Blow
Action Points: 100
Description: A powerful melee attack, spends righteous fury

Armor of Faith
Action Points: 80
Range: 0-100 ft
Description: Increases the target's armour by 20% for 12s

Prayer of Lasting Devotion
Action Points: 130
Range: 0-150 ft
Description: Target is healed over 9 seconds, spends righteous fury

Rending Strike
Action Points: 80
Range: 0-10 ft
Description: Melee effect that shatters one beneficial effect on you target, causing additional damage, spends righteous fury

Scorn of Sigmar
Action Points: 90
Range: 0-10 ft
Description: Melee attack that causes additional damage over 9s

Prayer of Burning Faith
Action Points: 130
Range: 0-100 ft
Description: Deals low damage to your target and all enemies within 30ft, deals additional damage to any daemonic or undead, spends righteous fury

Touch of the Divine
Action Points: 140
Range: 0-150 ft
Description: Greatly heals the target, spends righteous fury

Bludgeon
Action Points: 50
Range: 0-10 ft
Description: Strong melee attack, builds a large amount of righteous fury

Divine aid
Action Points: 90
Range: 0-150 ft
Description: Heals the target, spends righteous fury

Throw
Action Points: 50
Range: 0-65 ft
Description: Basic throwing attack

Wright of guilt
Action Points: 60
Range: 0-10 ft
Description: Melee attack that snares your target by 20% for 4s

Healing hands
Action Points: 100
Range: 0-150 ft
Description: Heals the target, spends righteous fury

Breath of Sigmar
Action Points: 50
Range: 0-100 ft
Description: Resurrects the target

Morale

Divine Replenishment
Description: For 6s, all your melee attacks will restore 50 AP

Twin-Tailed Fury
Description: For 8s, all melee attacks will strike the target a second time, dealing additional damage

Do or Die
Range: 0-10 ft
Description: Heavily damaging melee attack, leaves you drained causing AP to regen slowly for 9s, builds righteous fury

Sigmar's Wrath
Description: Strike the ground with your weapon, damaging all enemies within 30 ft, builds righteous fury

Penance
Range: 0-10 ft
Description: Melee attack which heals you for a portion of the damage dealt, build righteous fury

Purgatory
Range: 0-10 ft
Description: Melee attack which reduces target's attack speed by 20% for 12s

Blessed Weapons
Range: 0-150 ft
Description: For 15s, the group's melee attacks will deal additional lumina damage

Divine Aegis
Description: Damage you take is reduced by 25% for 9s

Cower, Ye Faithless
Description: Damages and dazes all enemies within 30ft of you, reducing their stats by 20% for 8s

Glimpse of Divinity
Range: 0-10 ft
Description: Melee attack that stuns your enemy for 4s

Tactics

Blessing of Unending Might
Tactic Slots: 2
Description: Your AP regens 10% faster

Vengeance
Tactic Slots: 3
Description: Any time a groupmate dies, remaining members gain 5s of morale

I shall not fall
Tactic Slots: 5
Description: When you are killed, there is a chance you will be resurrected (not yet implemented)

Stride of the Purposefull
Tactic Slots: 3
Description: All snaring effects are 25% less effective against you

Blessing of Protection
Tactic Slots: 3
Description: Group's spirit and lumina resists are increased by 15%

Blessing of wrath
Tactic Slots: 3
Description: Group's chance to crit with great weapons is increased by 5%

Blessing of restoration
Tactic Slots: 4
Description: Group regains hit points every few seconds

Blessing of strength
Tactic Slots: 4
Description: Entire group's strength is increased

Blessing of Purity
Tactic Slots: 3
Description: Group deals 10% more damage against Daemonic, undead, or chaos enemies

Sigmar's Shield
Tactic Slots: 3
Description: Any time you suffer magical damage, 20% chance damage will be dealt to your attacker

Martyrdom
Tactic Slots: 4
Description: Build righteous fury each time you are hit in melee, but all damage you take is increased 10%

Aggressive negotiations
Tactic Slots: 3
Description: Deal 5% more melee damage but your heals are reduced by 5%

Insightful Mediator
Tactic Slots: 3
Description: Heals are increased by 5%, but you deal 5% less melee damage

Deus Sigmar
Tactic Slots: 5
Description: Your group gains Morale 5% faster

Bedpost
05-08-2007, 02:00 PM
I only read the warrior priests abilities

I shall not fall
Tactic Slots: 5
Description: When you are killed, there is a chance you will be resurrected (not yet implemented)

Sounds like something that shouldn't be put in... Sounds like a potential for people to cry hack about because it happens to often. Or Why bother having this it never seems to fire off.

Otherwise it sounds like a pretty neat class

Morety
05-08-2007, 02:05 PM
omgwtf NERF WARRIOR PRIESTICLES!

bleedboy
05-08-2007, 04:47 PM
well, i like the concept of the melee and spell attacks. Seems that each one actually does something like reduce a stat or something to that effect.

Riddick
05-08-2007, 09:11 PM
I have thought for a while that I am going to make a Warrior Priest, i really like the abilities.

The Zealot's abilities actually seemed pretty cool as well... debuffs on a target that also buff your teammates around that target, thats hot. From a video I saw it looks like it will be a good marker for the assist train as well, when the zealot debuffs it puts a crow above the targets head.


So now I wonder if the system will be like DAoC, where you had 3 columns and you put points in whichever you want and get abilities with more points or if it will be like Diablo2/WoW Talent system where you have multiple trees and work your way up certain trees. Hopefully the later as that will allow alot of different builds for sure. Just by looking at all the skills I am sure you just dont get pre-defined skills as you level up like EQ, their is to much overlap in each section.

Great find Mo! Gonna have to add that site to my daily WAR browsing ritual, god I can't wait for this game.

Riddick
05-08-2007, 10:25 PM
Found some info i found at http://www.guildcafe.com/blogs/viewblog.php?entry=606

Here is some of the info I found interesting:


You get points to spend on abilities just like most games. These currently(at least for tier1) happen every level(rank). However you earn points to buy morale abilities at different spots. For instance you might gain your first point at level 3.4, and your next at 6.8. The same goes for tactics. So at any given time you feel like you have something to shoot for: This is either good or bad, but I'm trying not to review here.

Tactics/morale abilities can be switched out at any time, as long as you aren't in combat.

You have 6 tactics slots at L40. Tactics taking 1-5 points to use (There's a filter on the menu to easily find 1 point 2 point etc tactics, and some sort of colour coding: I think it's healing/damage or something)

The points you gain to buy tactics I explained up ahead. Also of note and the reason I decided to update just now: In some cases with a tactic you already owned you could "Spend 1 tactic point to reduce the number of slots required by this ability" - I'm not sure if this is universal or what the rules are, though.




Regarding when you can switch out tactics:
It's instant, but you can't be in combat. Not sure if you can change them around while in a scenario. The same goes for morale.

Riddick
05-08-2007, 10:27 PM
So in response to Bedpost - the WP ability to self res takes up 5 out of 6 tactic slots, that will leave the WP lacking in alot of abilities, dont seem to bad to me I think.

I only read the warrior priests abilities

I shall not fall
Tactic Slots: 5
Description: When you are killed, there is a chance you will be resurrected (not yet implemented)

Sounds like something that shouldn't be put in... Sounds like a potential for people to cry hack about because it happens to often. Or Why bother having this it never seems to fire off.

Otherwise it sounds like a pretty neat class

Bedpost
05-08-2007, 11:08 PM
Still if someone has the ability, and it happens all the time people will cry nerf. If they have it though and it seems like it never happens, then it would be a totally worthless ability.

Hard to see where the line in between there would be good in my opinion. whether it takes few or all of the tactic slots

Riddick
05-08-2007, 11:13 PM
Yeah I do agree, also depends on the % of health and AP/whatever returned when the res happens also.

I would guess it is no more nasty then the shaman self-res in WoW.

Golmacmourna
05-09-2007, 07:11 PM
coming back from the dead is not inherently overpowered. If you say that again, I will tear your knob off and beat you with a broomstick. And then a castle full of armor will come alive, and you will be in deep mustard, mister.

Deep mustard.

that said, what's going to count moreso than selfrezzes or even balance is whether the inherent nature of combat and ratio of range to movement speed is sufficient for actual gameplay. If it's another autotarget autoroll to hit autoroll to damage model, then it's going to sag. Hopefully they will model swing timing and projectiles--even if it is autotarget--and that will provide a reason to be at the keyboard.

I call it the diablo 2 threshold. Or the D2T.

bloodreign
05-10-2007, 01:35 AM
omgwtf NERF WARRIOR PRIESTICLES!

:rolly:

I had a good laugh at this comment.


so is there going to be a rogue class?

Boom
05-10-2007, 10:57 AM
Is there going to be a shorty class? Lurikeen, gnome, whatever. :)

Also, yeah and invisibles class would be good.

One thing I've learned from DAOC and WOW, any class with invisibility or stealth will be overpowered in the first 6 months of the game and will be able to kill people before they can react. Then, after 6 months of whining (and after everyone rolls an invisible class alt) they will give everyone defenses against the invisible class to balance it.

So if you wanna do some good ganking, roll your rogue/shade/whatever fast and get the most out of it before the nerfs come!

If I don't roll a stealther, I will just follow the logic I used when I rolled my Zuhex wannabe. I looked through alll the spells and attacks in the entire game, found the one that hit the hardest, and rolled the class that had that ability. :)

Morety
05-10-2007, 12:00 PM
BR: No steath in the game. There may be some sort of camouflage system, still waiting to hear more about it.

Boom, there's goblins and dwarves. Me, I'm thinking that a squig herder looks good.

http://www.warhammeronline.com/english/gameInfo/armiesofWAR/Greenskins/Careers/images/squigherder11.jpg

Boom
05-10-2007, 12:03 PM
Is that a goblin? Very sexy! Looks like its similar to the hunter class in WoW. Using a bow and having a pet.

Morety
05-10-2007, 12:31 PM
You should get about 3 of them suckers if I read correctly :D

Golmacmourna
05-10-2007, 02:05 PM
and that bow is actually part of a harp. As you level you get more strings, and play more effective versions of end song.

Solomente
05-10-2007, 08:42 PM
The pets keep biting ankles after the goblin dies, too.

Morety
05-10-2007, 10:13 PM
There's collision detection in the game. Squigs can bypass the tanks (leap over them) and get to the back ranks and attack the squishies :)

Riddick
05-10-2007, 10:17 PM
The other side of the coin has their little surprises too... sneaking up on that Bright Wizard for the easy gank might not be such a good idea, it has been confirmed that they explode when they die. :ooer:

Solomente
05-10-2007, 11:28 PM
There's collision detection in the game. Squigs can bypass the tanks (leap over them) and get to the back ranks and attack the squishies :)

lol are you being for serious?

Morety
05-11-2007, 12:45 AM
totally

Golmacmourna
05-11-2007, 01:21 AM
I don't say this often... but WHO is starting to make me a little wet.

moist.

Speaking of. Where's Bonz? I'm jonesing for priapus.

Bedpost
05-11-2007, 09:31 AM
coming back from the dead is not inherently overpowered. If you say that again, I will tear your knob off and beat you with a broomstick. And then a castle full of armor will come alive, and you will be in deep mustard, mister.

Deep mustard.


I guess I should clarify my statement. Obviously if the resurrect is on a timer and you're only at like 1/3rd health when you come back that's not going to be over powered. I'm basing my statement solely on the information that they have provided for that ability. Which they clearly state is not even in the game yet.

So if they put it in and there is no timer on it and it's set at 50% of the time. There are going to be people complaining because it happens to them every time they kill a warrior priest. Then there are also going to be people that complain, well whenver I'm killed by 'X' my ressurect never fires off.

If there was more description about it, I wouldn't be worried. I'm more just saying that is an ability that definitely has potential for crying about if it's not done right.

Boom
05-11-2007, 11:04 AM
Collision detection! That is like the biggest thing missing from WoW. I run right through warriors to go stab priests. I mean, its dangerous running through warriors cuz they can bash you and stuff, but it would really add to the complexity and realism of the fights if I actually had to kill (or try to get around) tanks before I stabbed the squishies.

Boom
05-11-2007, 11:08 AM
Rain of Fire
Action Points: 140
Range: 0-100 ft
Description: Meteors strike the ground doing damage to all enemies within (x) feet of that spot


:D I love framerate killing spells!

Rooster
05-11-2007, 12:48 PM
UO had collision detection. Then you could have good guys blocking other good guys from getting somewhere, just to be pricks. They took it out.

Post
05-11-2007, 12:49 PM
In its current implementation, collision detection is for enemies only - no friendly CD.

Bedpost
05-11-2007, 02:10 PM
so is WHO going to finally be coded to not worry about 56k modem connections? because that would allow for alot better collision detection I would think. Otherwise if it's limited to the 56k modem connections, I don't know how there wont be quite a large lag between movements for that?

Golmacmourna
05-11-2007, 02:18 PM
UO had collision detection. Then you could have good guys blocking other good guys from getting somewhere, just to be pricks. They took it out.

They shouldn't have. You can't let people's overwhelming willingness to be jackasses compramise what is basically a great gameplay element. I mean, when someone's using an aimbot in counterstrike, you don't turn off the ability to shoot through walls, or do headshots... you work on anti-cheating programs.

In real life we manage (somehow) to not get trapped by 5 people trying to be jerks most of the time. I mean sometimes. There was that one time. Spyder cornered me.

Post
05-11-2007, 03:50 PM
Actually, they still had it in there, but in a modified form. You had a stamina bar that you could use to swing your weapon and run. It used an entire stamina bar to push through someone. If you didn't have a full stamina bar, you had to wait for it to replenish and push your way through.

Golmacmourna
05-11-2007, 05:20 PM
oh sweet. I didn't realize. That's perfect.

Rooster
05-11-2007, 06:25 PM
I thought they were always block, then put in the stamina thing... then removed it completely?

Noleader
05-11-2007, 09:31 PM
Interesting that they did away with all the mass CC spells so far... unless I am mistaken.

Morety
05-11-2007, 11:29 PM
It could be the classes aren't yet noted. I do notice some snares in there, but they're short in duration from what I see.

Post
05-12-2007, 12:34 AM
I know originally it was block, but then you had people who would stand right at a zone-in for a dungeon or something, and you'd be boxed in where they'd kill you. Then they put in the stamina thing. That was the last I heard of it. I got out right before they were going to split the worlds to PvP / PvE sides, so maybe they changed it then, but I played on a free server last year, and they had the stamina thing on it.

Riddick
05-13-2007, 10:24 PM
Not supposed to be much CC. The main thing they are doing is making abilities that increase the "casting time" of other abilities. So you do Ability A on an Orc then for the next 10 secs all of his abilities take 1 sec extra to do.