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So, why did I just die to Impending Doom in The Maze?

Posted: Wed Apr 03, 2013 10:29 am
by DeaTh-ShiNoBi
I'm playing a level 14 Cormac Corrupter and I'm pumping constitution pretty hard. I like to think that 425 health is pretty decent at level 14 for a squishy. That said, a dot that does about 400 damage over 11 turns and prevents healing is pretty lame for a level 14 zone. I realize this is a game where random shit happens all the time, but I still think there should be a limit to the most egregious bullshit, and something that's virtually an unpreventable death, I feel, falls under the realm of bad design. I've done The Maze many times, though, and this is certainly the earliest in the game that I've ever seen Impending Doom. Does this just have a stupidly low chance of occurring?

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Wed Apr 03, 2013 12:37 pm
by Velorien
DeaTh-ShiNoBi wrote:I'm playing a level 14 Cormac Corrupter and I'm pumping constitution pretty hard. I like to think that 425 health is pretty decent at level 14 for a squishy. That said, a dot that does about 400 damage over 11 turns and prevents healing is pretty lame for a level 14 zone. I realize this is a game where random shit happens all the time, but I still think there should be a limit to the most egregious bullshit, and something that's virtually an unpreventable death, I feel, falls under the realm of bad design. I've done The Maze many times, though, and this is certainly the earliest in the game that I've ever seen Impending Doom. Does this just have a stupidly low chance of occurring?
Impending Doom is cancelled if you kill the caster. As a corruptor, 11 turns is roughly 7 turns more than you need to kill anything short of a unique or boss.

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Wed Apr 03, 2013 1:31 pm
by phantomglider
Impending Doom damage is based on a percentage of your current HP when you get doomed, and though it may prevent healing it doesn't prevent damage reduction. If you get Doomed and immediately killing the caster is not an option, you want to GTFO and activate your wild or shield, then wait for it to tick down.

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Tue Apr 09, 2013 11:20 pm
by DeaTh-ShiNoBi
Velorien wrote: Impending Doom is cancelled if you kill the caster. As a corruptor, 11 turns is roughly 7 turns more than you need to kill anything short of a unique or boss.
Normally I'd agree with that statement but it was dark in the maze and I could not see which direction the guy was casting from until it was too late. It's too bad that Corruptors don't have Arcane Eye. I didn't realize Impending Doom was based on a percentage of health. I understand now.

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Tue Apr 09, 2013 11:43 pm
by tylor
I think Impending Doom should be melee-range to be balanced.

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Wed Apr 10, 2013 1:42 am
by AlexanderR
tylor wrote:I think Impending Doom should be melee-range to be balanced.
So you are basically saying, that corruptors should be melee-ranged? Also it is one of few debuffs, being canceled by killing caster, and not being able to kill anything in 11 turns = being killed in any situation (unless you are Sun Paladin and likes, but such classes usually have means to deal with DOTs).

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Wed Apr 10, 2013 4:00 am
by phantomglider
Impending Doom is a Necromancer spell. They have some decent spike damage, but are strongly limited by cooldowns. Melee-range Impending Doom would basically be useless.

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Wed Apr 10, 2013 7:14 am
by Crim, The Red Thunder
Would mesh well with "Through the Crowd" Prodigy... But I agree.

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Wed Apr 10, 2013 11:40 am
by tylor
It's not like necros have no other high damage spells. Cooldown can be reduced to make up for reduced range. I think it will add variability to gameplay - cast rays from afar, send skeletons in, or go in for "touch of death" and then teleport away/hide behind summons. If not melee range, it could be just short-range, like Doomed's attacks.

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Wed Apr 10, 2013 2:13 pm
by Sradac
DeaTh-ShiNoBi wrote:
Velorien wrote: Impending Doom is cancelled if you kill the caster. As a corruptor, 11 turns is roughly 7 turns more than you need to kill anything short of a unique or boss.
Normally I'd agree with that statement but it was dark in the maze and I could not see which direction the guy was casting from until it was too late. It's too bad that Corruptors don't have Arcane Eye. I didn't realize Impending Doom was based on a percentage of health. I understand now.
Vimsense is your best friend

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Wed Apr 17, 2013 5:47 pm
by Nimmy
Just got impending doomed (I did not die) in Rhaloren Camp, at lvl 11 !
The caster was a lvl 8 rare.

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Fri Apr 19, 2013 9:28 am
by b0rsuk
tylor wrote:I think Impending Doom should be melee-range to be balanced.
This "balancing" would make it a melee punishing device. We don't need more of these.

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Fri Apr 19, 2013 9:18 pm
by tylor
b0rsuk wrote:
tylor wrote:I think Impending Doom should be melee-range to be balanced.
This "balancing" would make it a melee punishing device. We don't need more of these.
What is "melee punishing device"?

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Fri Apr 19, 2013 11:52 pm
by phantomglider
Something which punishes you for getting into melee with a monster, like a melee-range spell that does damage over time and prevents healing.

Re: So, why did I just die to Impending Doom in The Maze?

Posted: Sat Apr 20, 2013 2:01 am
by tylor
phantomglider wrote:Something which punishes you for getting into melee with a monster, like a melee-range spell that does damage over time and prevents healing.
But in melee range enemy caster can be quickly killed, stopping effect. While if it can be casted at long range TOO, then it's often a dead sentence to melee chars, especially those with poor mobility.