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Paralysis


mya

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As everyone knows there this affect 'paralysis' that makes every action you take, take longer.

 

There are several ways one can get paralyzed, the main one is fighting someone who has that special whip but there are also some skills (decoy), selected skills and Qstuff that grant it. I will not speak of the balance of those, but I wish to speak about the effect and the whip that anyone can get, if not use. There is also an 2h exotic, who shall be unnamed.

 

Paralysis works by:

making skill/spell lag you for an extra round

adding more lag when you are lagged from bash/trip

making movement lag you a bit more

 

This combo clearly benefits melees over casters, having created a new dynamic in the melee/caster relationship.

 

Adding paralyze to a mage means that his spells will take double the time to recover, in the case of some mages who cast half-round spells, triple this time. This means the mage will need to be engaged double the time, (or triple) to kill his opponent. Literally halving his casting damage per time.

 

Adding paralyze to a melee means that his spells will take one and half the time to recover, but this will have no impact in his melee output. Only in the rate at which he can use his skills.

 

Then comes the weapon type. In most cases a melee fighting a caster will wish the most offensive weapon he can use (a whip). A caster fighting a melee will wish the most defensive weapon he can use (a staff).

There is no parallelizing staff. But there is a whip.

When I proposed a auto-dispelling dagger as new mage equipment it was shot down for being to powerful, but apparently auto-paralyzing whips are not...

 

While I agree that paralysis is an interesting mechanic and add to the game, it's in-balance doesn't, so I suggest a balancing of the effect.

 

First, I suggest a more egalitarian distribution of paralyzing weapons. If there is a whip for melees, there should be a staff for casters. Or, just make it a dagger, that can be used by both types.

 

Second I suggest that paralysis inflict a proportional effect on melees. If a caster can't cast as often a melee shouldn't melee as often. I suggest paralysis negates second attack.This in theory reduces a third attack class average attacks from 1.75 to 1.25, a reduction of ((1.75-1.25)/1.75)= 29% of damage output.

Not the 50% of a mage but then again, melees also get lag on skills used.

 

This might also have the interesting side effect of turning some "Ops I'm dead" things into something more enjoyable.

 

 

 

 

 

 

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Paralysis helps mages with chasing.  I really don't see a balance issue and I've been paralyzed with plenty of mage characters.

 

 

I don't know about you, but I usually flee when paralyzed, not keep casting spells.

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In all honesty it 'should' have an equal effect mage or melee and 'should' be available for both sides to take advantage of.

Im not just saying that cuz it recently kicked my ass, I dont think ide ever use the effect unless it was attached to a mace or staff,

but if a melee was hit with it it probable should hamper their 3rd/4th attacks as well as dual wield to get on the same page.

 

I also think it should be saveable so that people can prepare and prevent as best they can.

 

UC

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Dirt kick or (insert melee 2 round lag skill here)+ paralyze = 3 rounds = roughly 6 chain lightnings/fireballs

 

 

 

Paralysis helps mages with chasing.

Paralysis helps melees with chasing.

 

So we all agree it is perfectly balanced then?

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Paralyze has been around for what? 10 years?

 

Why is it suddenly an issue. Yes those whips are easily gotten and readily available - but their average damage is lower.

 

Will you have more of an advantage using a fibre or a manticore tail? Yes. Your damage output will probably double. 

 

There is a cost/reward to every action. If someone can make it work with the lower damage figure out a way to out damage them.

 

90% of the time you need to play an attrition game or have a 'safer' strategy. Just employ one in this case, running/recalling asap if this happens if you are below 50% hp.

 

Adjust, adapt, learn, destroy. The nature of FL.

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Paralyze has been around for what? 10 years?

 

Why is it suddenly an issue.

 

Sermon was broken how many years before it was changed?

Portal, was changed less than a year ago.

Why now? Because it's used more now. I only noticed how badly balanced it was when I started to think about the effects due to that Invokers shoutout to the Necro.

 

"fibre or a manticore tail? Yes. Your damage output will probably double."

Fibre has a lower average damage than the paralysis whip, and no damroll.

 

"It's not even a guaranteed paralyze.."

None of weapon effects are.

And I agree, you should not have mono-dimensional strategies, but if it lands, it's game-changing vs a mage.

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"fibre or a manticore tail? Yes. Your damage output will probably double."

Fibre has a lower average damage than the paralysis whip, and no damroll.

 

 

You wouldn't use the fibre on an invoker anyway? I included it more for dealing with BMGs if you wanted to go that route (personally I woudn't use 2 whips against a BMG but go hard if you want).

 

 

 

"It's not even a guaranteed paralyze.."

None of weapon effects are.

And I agree, you should not have mono-dimensional strategies, but if it lands, it's game-changing vs a mage.

 

So kinda like if a mage lands a dispel?

Or if their weapon with an ember oprogs and blinds a melee? 

 

 

PKing isn't just dressing in Y and standing against someone dressed in X hoping for the win as you just stand  there. The reason we play this game is because this is the most realistic combat based decision making process I have ever come across in a PVP game. You can't 1 hit someone. Your strategy literally has to be 100 layers or you'll never win.

 

What if they dirt and flee straight away? Strategy 1.

What if they dirt and stay in combat? Strategy 2.

What if they do x lore? Strategy 3.

What if they switch weapons mid round? Stratgey 5.

What if their armor has x ability? Strategy 6.

What if they have the ability to hide in some way? Strategy 7.

What if they rage? Stragety 8.

What if they use berserk/herb really early? Strategy 9

What if they are staving berserk/herb for late fight? Strategy 10.

What if you are fighting on x terrain? Strategy 11.

What if they are moving to x terrain? Strategy 12.

What if they are outdoors? Strategy 13.

What if they are indoors? Strategy 14. 

What if they are standing next to a mob? Strategy 15.

What if they are not standing next to a mob? Strategy 16.

What if you are wanted? Strategy 17.

What if they are wanted? Strategy 18.

What if you're paralyzed? Strategy 19

What if they're paralyzed? Strategy 20.

 

 

What if they use a combination of all of these and then change them mid bouts? What about including consumables, buffs, cabal skills etc.

 

THEN YOU ADAPT YOUR STRATEGY.

 

Pk in FL is akin to trying to catch rain in a bucket made out of water. You could be moving in the right direction but who the hell knows until the bucket is full.

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Make paralysis racial only so it has immense RP impact.  Undead are horrific and therefore should cause a fear lingering effect that transcends the game and sticks into the player (the psychology of which should not be confused with the fear effect).  If it's upsetting to the player that they died due to this skill, refer to Aulian's adaptation post, and realize your RP is slightly off course in the event of an undead attack.

 

This in no way discredits Mya's analysis.  It also bears little to no implications on the PK/strategy oriented focus in following arguments.  I am in no way feigning an understanding of PK strategy. 

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If you want my honest opinion - I probably wouldn't bother playing an evil cleric again because I think the change to minister was WAY to drastic - sure they were strong - but they weren't that strong (except certain cabal/race combos which maintain their ridiculousness).

 

The skill paralyze has a very limited application - sure these whips are available but I haven't seen anyone making hay with them yet. 

 

What about blademasters with their auto-wrath progs plus weapon progs - is that going to be the next problem? 

 

 

 

If the whips are a little strong then the whips need to be toned down - but I do not think the issue lies with the paralyze skill itself. 

 

I actually attribute this as a similar problem to the mindflayers - sure the weapons were too strong. They are now intrinsically the same but without the huge damage they were doing at the higher dice damage. Maybe this needs a similar tweak....

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I'm not saying Paralyze is to strong.

I'm saying it's biased.

Mages can't really use it, due to weapon choice.

It's effect on melees is weaker compared to it's affect on casters.

 

I have no problem with certain race combos becoming more powerful. They are hardly seen.

It's only certain classes who synergy very well.

 

"As I said, make mage spells lag for 2 rounds like normal skills do - problem solved."

If you make spells lag 2 rounds, you will have to make them cast twice per cast or double damage & double landing rate.

Do you really wish to eat a Hell-stream x2 after a sanctuary fall, F0xx?

 

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If you make spells lag 2 rounds, you will have to make them cast twice per cast or double damage & double landing rate.

Can you please enlighten me as to why do we HAVE to do that?

Your main argument against paralyses is that it affects mages more than melees, but you conveniently ignore the fact that mages already act twice faster than melees, and in invokers' case 4 times.

As someone said, by the time it takes a melee to dirt you, you can dish out 4 call lightnings, which is half his HP.

Mages need help you say? Tell that to Lejarak and Grezath. They seem to be doing fine.

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