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Posted: Sun Mar 09, 2014 2:07 pm Post subject: Greater Invisibility in breath 4?
Just curious, I noticed some mention of not-so-greater Greater Invisibility next breath, but I was asleep for that conversation (as for so many).
So if I understand this correctly, the lasts-forever-until-aethersprites version of invisibility is changing, so the net cost is no longer zero MP per tick. Is this discussed elsewhere, so I can refine my understanding?
Personally, I'm already expecting Fred to wake up dead every day if he didn't kill himself with EM first; why else would I park him in a library full of mages and aethersprites?
There wasn't a public discussion about it. It was actually one of those things which we were really concerned would result in a ton of complaints, and so we tried to avoid mentioning it.
The short version behind the change is that the void walker was just doing too much. While establishing our survivalist role, we needed the ability to remain undetected and survive to be something the survivalists were experts at. This would be difficult with the void walker capable of the same thing.
To top it off, there were only a few very specific classes which even had any chance of finding and subsequently killing the void walker while he was invisible. No other Hunter could do anything similar, and they really shouldn't be able to. _________________
Seems reasonable to me. To be honest, the main fun I get out of the skill is standing in the library full of angels for a few hours, and limiting the duration doesn't effectively change that experience. It just changes the triggering event for my inevitable demise.
I suppose that Fred's inevitable demise is not a counter-argument for the premise that very few classes can find the invisible VW. I happen to hang out in the place voted most likely to include those classes, and I ask for trouble. Ergo, trouble.
Joined: Mar 11, 2010 Posts: 90 Location: Georgia, USA
Posted: Wed Mar 12, 2014 8:15 pm Post subject:
I'm pretty sure the powers could give Fred a hundred soak against everything and he'd still find some way to get murdered by angels. It's kind of his thing.
Well Vicious is a little sad his grinding days will soon be over.
Will voidwalkers be getting other skills to flesh out the character? (they already are seriously lacking in tier 3 skills, if you removed the invisibility tree you can get all the skills with only a tiny amount of badge grinding)
I do agree that as it stands it is over-powered though.
The short version behind the change is that the void walker was just doing too much. While establishing our survivalist role, we needed the ability to remain undetected and survive to be something the survivalists were experts at. This would be difficult with the void walker capable of the same thing.
To top it off, there were only a few very specific classes which even had any chance of finding and subsequently killing the void walker while he was invisible. No other Hunter could do anything similar, and they really shouldn't be able to.
Would it be possible to balance it out another way by giving the other survivalists a chance at long-term invisibility, either with this Greater Invis pot, or maybe allowing Invisibility enchants? (If this is too overpowered, even with decay, it would be awesome to have wandering monsters {void-wraiths..?} who would slowly but inevitably hunt down whoever's wearing the one rin... err... enchanted item. Not sure what an enchanted weapon would do, but they'd definitely be hard to find if you put them in the safe ).
This would also start to help all ferals overcome the disadvantages of not being factioned. If it's still overpowered, perhaps hunters could be given an Enhanced Senses child skill to detect invisibility, or upgrading ES to automatically tell you that something is invisible, though they would still be untargetable until revealed.
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