Minor issues

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phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Minor issues

#1 Post by phantomglider »

Staff Mastery was not updated to have its benefits in line with the other [Weapon-Type] Mastery talents, and retains the old scaling formula, although if it were changed without altering the prerequisites a bit it would make level 8 alchemist melee creepily powerful.

The Sun Infusion Illuminated effect is still physical, which means that physical wilds are still bad at dealing with the blindness.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Minor issues

#2 Post by Sirrocco »

I was under the impression that that was at least half the point of including the illuminated effect. Isn't it?

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Minor issues

#3 Post by bricks »

I don't think there are many effects/talents that apply two timed effects at all, discounting cross-tier effects. Weren't it for perma-stealth/invis mobs, I'd suggest replacing the "illuminated" effect with a direct stealth/invis break (put on cooldown).
Sorry about all the parentheses (sometimes I like to clarify things).

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Minor issues

#4 Post by SageAcrin »

I'd suggest just making Illuminated an Other effect.

Frankly, healing it doesn't make much sense in any direction, and it isn't precisely overpowered. It hurts stealth and invis heavy builds a little, but it already did that.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Minor issues

#5 Post by bricks »

Another thought - could "illuminated" just be a field effect? I don't know how possible this is, the field effect code blew up in my face the few times I played with it. It would make more sense, anyway.
Sorry about all the parentheses (sometimes I like to clarify things).

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