Why?
This is primarily aimed at scouts who have the ability to kill other classes (especially mages) in a few seconds. These problems affect grp vs. grp but more so solo/small grp pvp.
Why... do the immunity potions last so long, 10 seconds? and why can you cast the potions even when stunned and/or stifled, this doesn't make sense and just makes pvp trivial imo (especially for scouts).
For example, casting freedom of mind potion gives you 10 seconds of immunity versus stun and stifle, which gives the caster more than enough time to negate the primal abilities of several classes, but especially enchanters. Enchanters also have to put up with immunity to these effects which only doubles the error against them.
The same is true for other potions e.g. freedom of action, while this and mind cannot be cast simulateneously, they grant the user plenty of time to kill any foe before they can stun/stifle.
I realise there is a re-cast of 15 minues on these potions, but unless you are sitting at the dox in KP, the chances of getting another fight solo are remote (and i play on nagafen). As a scout my potions are up almost every fight and I never back down personally.
It would be my recommendation to not allow casting of potions while stunned/stifled and to reduce the duration of such potions to ~1 second. Relying on your grp members for cures should be applicable (you should also be able to use cures on your allies imo).
~Daimyo
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The daimyo (大名, daimyō) were the most powerful feudal rulers from the 10th century to the 19th century in Japan. From the shugo of the muromachi period through the sengoku to the daimyo of the Edo period, the rank had a long and varied history. It was usually, though not exclusively, from these warlords that a shogun arose.
Last edited by Daimyo; 05-16-2008 at 03:25 PM.
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