make Fearscape cast range melee
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make Fearscape cast range melee
fearscape on npc is IMO currently way OP, they will just cast it and make you a living blight piniata (true story happened to my promising doomed focused on shadows) but if it would be melee cast only with teleport of both player and npc at next to each other it would be win - win, melee players would have a bit of time to smash npc, ranged would be able to kite enemies that can cast it, it would have minimal impact on player cause for player with limited vim its not that great spell
it could be also broken in 2 phases - first pull enemies toward caster and after really brief cast time - like 1-3(tlevel dependent) turns make them teleport to fearscape
it could be also broken in 2 phases - first pull enemies toward caster and after really brief cast time - like 1-3(tlevel dependent) turns make them teleport to fearscape
You are likely to be eaten by a grue
Re: make Fearscape cast range melee
That makes it rather bad for PC Corruptors, though.
Wouldn't mind a compromise of 4-5 range for it, though. That's a lot easier for a player to plan around than 7, and drops the chance that an early Corruptor in the 20s range that rarely gets it will hit you outside of your light/infra range.
Wouldn't mind a compromise of 4-5 range for it, though. That's a lot easier for a player to plan around than 7, and drops the chance that an early Corruptor in the 20s range that rarely gets it will hit you outside of your light/infra range.
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- Uruivellas
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Re: make Fearscape cast range melee
Another compromise could be that whenever the PC is taken to fearscape, he is at melee range of the caster. It happens frequently that the caster is hidden by some rocks and it may take 5 or 6 turns to locate him, and this can be fatal to any player.
Re: make Fearscape cast range melee
or just make fearscape near-melee range across the board. Make it a small map with limited or no obstacles. It reduces utility for PCs a bit (and we might want to give corrupters a bit of a boost in general somewhere else to compensate) but it removes a lot of the unfairness without putting in special rules for when the player is a target.
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- Uruivellas
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Re: make Fearscape cast range melee
I agree. Having a smaller, much more melee friendly Fearscape would do wonders for Player survivability. I do agree, also, that Corruptors would need a boost somewhere to compensate, presumably outside Fearscape?
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- Sher'Tul Godslayer
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Re: make Fearscape cast range melee
I'm sorry, you want to buff one of the most dangerous classes enemies can have by making them MORE dangerous outside fearscape? Keeping in mind, they have any buffed talents INSIDE as well?The Revanchist wrote:I agree. Having a smaller, much more melee friendly Fearscape would do wonders for Player survivability. I do agree, also, that Corruptors would need a boost somewhere to compensate, presumably outside Fearscape?
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Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: make Fearscape cast range melee
A smaller, more melee friendly Fearscape benefits monsters more than the player overall.
Monsters can easily have competent physical skillsets; A tiny Fearscape may help physical fighters, sure, but not that much; The real issue is that players often use their Rush type talents reaching the Corruptor, and then are Fearscaped right after-any distance in the Fearscape, or any escapes on the part of the Corruptor(Like Dark Portal, which the AI loves to use so much and which is attached to the Corruptor skillset), still leaves them in a bad spot if the player doesn't think of this. Doesn't change things a lot.
And the change is absolutely lethal to mages that draw a Rare/Unique with melee skills. And of course, it's worse for player Corruptors. Not great, overall.
Seriously, it just needs less range-4 feels right for it. That's the safest tweak and one I honestly meant to suggest before but forgot.
Monsters can easily have competent physical skillsets; A tiny Fearscape may help physical fighters, sure, but not that much; The real issue is that players often use their Rush type talents reaching the Corruptor, and then are Fearscaped right after-any distance in the Fearscape, or any escapes on the part of the Corruptor(Like Dark Portal, which the AI loves to use so much and which is attached to the Corruptor skillset), still leaves them in a bad spot if the player doesn't think of this. Doesn't change things a lot.
And the change is absolutely lethal to mages that draw a Rare/Unique with melee skills. And of course, it's worse for player Corruptors. Not great, overall.
Seriously, it just needs less range-4 feels right for it. That's the safest tweak and one I honestly meant to suggest before but forgot.

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- Uruivellas
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Re: make Fearscape cast range melee
That's admittedly a better fix. Still useful, but not the be all, end all of Corruptor attacks.SageAcrin wrote:A smaller, more melee friendly Fearscape benefits monsters more than the player overall.
Monsters can easily have competent physical skillsets; A tiny Fearscape may help physical fighters, sure, but not that much; The real issue is that players often use their Rush type talents reaching the Corruptor, and then are Fearscaped right after-any distance in the Fearscape, or any escapes on the part of the Corruptor(Like Dark Portal, which the AI loves to use so much and which is attached to the Corruptor skillset), still leaves them in a bad spot if the player doesn't think of this. Doesn't change things a lot.
And the change is absolutely lethal to mages that draw a Rare/Unique with melee skills. And of course, it's worse for player Corruptors. Not great, overall.
Seriously, it just needs less range-4 feels right for it. That's the safest tweak and one I honestly meant to suggest before but forgot.
Re: make Fearscape cast range melee
the range of 4 is way better than current 7 still gives some tactical advantage to player and doesnt give npc the feel of unfairness vs some of lower range classes, but as pointed out fearscape could use some tweaks towards melee players
You are likely to be eaten by a grue
Re: make Fearscape cast range melee
Well, we could do both - make it both short range and small. That way it wouldn't provide the massive advantage of melee enemies with corrupter powers over ranged characters - as long as you stay outside their range, you're okay. Similarly, it's tolerable for melee - it doesn't get triggered until you've already walked up to them, but once you've done that, it's nto all that far away. Of course, at that poitn we're nerfing player-character corrupters pretty badly. In terms of makign that right... how about letting them cancel it early - and saying that if you end fearscape early, then whatever it is that you fearscaped gets hit by a teleport effect. Thus, if things start going badly for you in the fearscape, you can drop out of it and be safe from that particular monster, at least for a while. Alternately, give some sort of nice temporary effect for killing your enemy in the fearscape - some collection of health/vim/cooldown recovery, or a spellpower boost, or something like that (possibly a temporary vim/turn regen as the fearscape digests their soul, with the effect dependent on the tier)
Re: make Fearscape cast range melee
the NPC fearscape really needs a way to counter - i've just lost another char to fearscape,
ive fought boss in slime tunnels -
my char having 70% fire resist, 30% fire dmg affinity still got per turn
the NPC did minimal damage to me but Fearscape eat my life turn by turn even with quite good heals all i could do was watch as my life was fading away without any way to escape, as so i have another proposition, make it that fearscape floor damage doesnt use caster stats - this way instead of 129 dmg per turn it would be managable ~60 fire dmg (with 200 fearscape fire damage and 70% player fire resist)
ive fought boss in slime tunnels -
Code: Select all
Life : 6251/13849
fire damage: +42%
fire damage penetration: 48%
- Corruption / Shadowflame (mastery 1.60)
Wraithform (class) 6/5
Darkfire (class) 6/5
Flame of Urh'Rok (class) 0/5
Fearscape (class) 6/5
Code: Select all
Dorf HEALS from fire damage!
Hessanza the Crusher hits Dorf for 129 fire, 56 healing (129 total damage) [56 healing].
- Attachments
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- fearscape op
- fearscape.png (133.65 KiB) Viewed 5767 times
You are likely to be eaten by a grue
Re: make Fearscape cast range melee
I agree, Corruptor is definitely one of the best classes in the game and it really doesn't need a buff. With Bone Shield and Dark Portal, Corruptor's shouldn't have any trouble using Fearscape even if its range was nerfed.Crim, The Red Thunder wrote:I'm sorry, you want to buff one of the most dangerous classes enemies can have by making them MORE dangerous outside fearscape? Keeping in mind, they have any buffed talents INSIDE as well?The Revanchist wrote:I agree. Having a smaller, much more melee friendly Fearscape would do wonders for Player survivability. I do agree, also, that Corruptors would need a boost somewhere to compensate, presumably outside Fearscape?
My wiki page, which contains a guide and resource compilation and class tier list.
Re: make Fearscape cast range melee
I completely agree: NPC Fearscape is OP and needs to be toned down.
First, I guarantee that all new players will die at least once, with *no* possibility of escape, the first time they get hit by the Fearscape. Nobody carries around a reliable way of disabling NPC sustains until they come to the forum and learn that this is the only way to safely escape the Fearscape. This is already a problem.
Second, escaping the Fearscape by killing the enemy is impossible in many cases. There are very few chars that can tank hundreds of points of fire damage per turn (after resists!) while fighting an elite with tens of thousands of HP and powerful melee attacks. There should be more ways a player can end the Fearscape -- stunning the enemy, for instance.
First, I guarantee that all new players will die at least once, with *no* possibility of escape, the first time they get hit by the Fearscape. Nobody carries around a reliable way of disabling NPC sustains until they come to the forum and learn that this is the only way to safely escape the Fearscape. This is already a problem.
Second, escaping the Fearscape by killing the enemy is impossible in many cases. There are very few chars that can tank hundreds of points of fire damage per turn (after resists!) while fighting an elite with tens of thousands of HP and powerful melee attacks. There should be more ways a player can end the Fearscape -- stunning the enemy, for instance.
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- Halfling
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Re: make Fearscape cast range melee
@graziel thx for the details. this is the confirmation for what i noticed before
FEARSCAPE ignores fire resist
fearscape fire damage: 200
player resist 70 30 affinity, only affinity helps.. resist completely ignored (not only 48% - the damage would be under 100 if the resistances would apply correctly)
this is the far bigger issue imo. the decreased range will not help a melee character, and a melee character has a much harder time against the crusher anyway than a ranged character imo.
€dit or maybe im wrong and the talent description damage of 193 doesnt include the crushers +44% fire damage, with ~300 fire damage and ~35% resist it would work out again.
well anyway the range change is cosmetic, a melee char still has to enter a range of 5. it will only make sneaking by him easier a little - which is sad because for me the bosses are like four final bosses, and i dont like that some characters have to skip the crusher or will die without a chance (try to kill him with a melee rogue in fearscape, without traps/antimagic)
FEARSCAPE ignores fire resist
fearscape fire damage: 200
player resist 70 30 affinity, only affinity helps.. resist completely ignored (not only 48% - the damage would be under 100 if the resistances would apply correctly)
this is the far bigger issue imo. the decreased range will not help a melee character, and a melee character has a much harder time against the crusher anyway than a ranged character imo.
€dit or maybe im wrong and the talent description damage of 193 doesnt include the crushers +44% fire damage, with ~300 fire damage and ~35% resist it would work out again.
well anyway the range change is cosmetic, a melee char still has to enter a range of 5. it will only make sneaking by him easier a little - which is sad because for me the bosses are like four final bosses, and i dont like that some characters have to skip the crusher or will die without a chance (try to kill him with a melee rogue in fearscape, without traps/antimagic)
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- Uruivellas
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Re: make Fearscape cast range melee
As far as fluff and lore (fluffy lore?) Goes, I think Stunning should end the Fearscape. Having a demon-world trap you and the other guy ought to take a LOT of concentration.
Although if all it takes is to Rush the Corruptor, that might be too much of a Player Nerf...
Although if all it takes is to Rush the Corruptor, that might be too much of a Player Nerf...