Spell Feedback goes insane

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XLambda
Wyrmic
Posts: 237
Joined: Wed Jan 25, 2012 5:39 pm

Spell Feedback goes insane

#1 Post by XLambda »

This just happened to me. The cooldown on the Corona sustain is 30, so a single hit with a Corona projectile will hit the caster with a 30-turn spell feedback, which is pretty much a death sentence under many circumstances. Especially if the mob with spell feedback happens to be a Champion of Urh'rok farportal boss (like the one that just took three lives off me).

I think this should be changed.

(also whoever wrote Spell Feedback and put it on Champions of Urh'rok is a very bad person.)

darkgod
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Re: Spell Feedback goes insane

#2 Post by darkgod »

I'm a very very bad person; you didnt knew ?;)

Hum ahh corona missiles get the full CD .. hum .. interresting
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XLambda
Wyrmic
Posts: 237
Joined: Wed Jan 25, 2012 5:39 pm

Re: Spell Feedback goes insane

#3 Post by XLambda »

darkgod wrote:I'm a very very bad person; you didnt knew ?;)
I knew it! Only the Dark God of Tears and Blood (and Coding) could have come up with Spell Feedback! :lol:

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

Re: Spell Feedback goes insane

#4 Post by SageAcrin »

Maybe Spell Feedback's spell disruption duration should be based on the user's Willpower, and not the spell used?

Crim, The Red Thunder
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Re: Spell Feedback goes insane

#5 Post by Crim, The Red Thunder »

While this would aid with Corona (I feel your pain, I had some nasty Champion of urh'rok fights myself... LOT's of psychoport kiting around...), it would make a lot of other caster classes HUGELY more difficult. For instance, your moonray would then begin tripping huge cooldowns, instead of just 2-3 turns. Mind sear, distortion bolt, flame.... the list goes on. Current 'safe' options would be banished, and the champions would become FAR more dangerous.

OTOH, it does make corona sort of dangerous to leave it as is.... Gotta be a middle ground somewhere...

Is there some sort of logical reason for Corona to have such huge cooldown time? It's not exactly something you turn off, so it only really affects you when you get manaclashed to 0 energy, or hit with corrupted negation... Is 30 turns for that really necessary? Might want to take a look at hymn of moonlight too. Can't recall what the cooldown on it was, but the same issue might apply. (And walking around a corner to meet a champion who is auto hit by moonlihgt + corona could be a viable instagib.)
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