Raid Summon Mobs

Problem with pathing,spawns etc - post here
Strumm
Posts: 44

Raid Summon Mobs

Post#1 » Sat Feb 26, 2011 4:36 am

Can we make charmable mobs in raid zones unable to charm? It makes my chanter only useful to deresist and sometimes slow

Mikuz
Posts: 236

Re: Raid Summon Mobs

Post#2 » Sat Feb 26, 2011 12:33 pm

Working on it, its just taking some time to brainstorm some balance out of it.

Enchanters want charmable raid zone npcs but its unbalanced at the moment for them to just have any npc they want, and very time consuming for us to implement balanced npcs that they can charm and find useful still.

However this is what makes the enchanter what it is by being able to charm an npc with the zone related stats which is what defines its class but having a pet with 100k + hps and quad hitting with 4k + for up to a total of 16k rounds (<- was example) making trash npcs trivial if the enchanter is not using the solo method, unbalanced and somewhat unfair to other pet classes.

I know it sounds easy to just add some npcs with the balanced stats to the zone but we all know they will just get bashed for being weak and avoided so until we come up with a balanced solution, its on the list of things to do.

Feedback welcomed on suggestions, flames will be deleted.

Strumm
Posts: 44

Re: Raid Summon Mobs

Post#3 » Sat Feb 26, 2011 5:14 pm

Im sorry I wrote that last night while trying to kill azail =(...What I had ment to type was can we make charmable npcs in raid tiered zones UNABLE to SUMMON. Playing a chanter I just dont have any job other than debuff and deresist. Again I apologize for my third grade post last night =(

As for mobs being to powerful the orcs in ds are just fine. I.E -They dont die to boss ramp and they do less dmg than a normal pc. I noticed that my pets have more health than felibar but do less dmg than him due to his bs and aa's. (I dont mean to call you out feli it was just between you and ghulak :D )

I remember us having the same problem in VP with my favourite pet of all time (guardian of phara dar) this pet was so op I was ksing our guild myself on boss fight and I wasnt even in a grp!! I believe vaion tweaked this pet and afterwards was on par with being a player who had just entered vp mabye a little less but it was a huge upgrade in dps for my chanter not to mention a lot more fun.

Again I am only posting this as a way to make enchanter more raid friendly and a lot more fun to play as a main box. I know so much goes on behind the scenes here that it would make my tiny little head explode if I were to catch even a glimpse but keep up the great work and I, well we, look foward to HoH and the upcomming 3.0 !!!!
Last edited by Strumm on Sat Feb 26, 2011 5:29 pm, edited 1 time in total.

User avatar
TheBloodmoon
Posts: 391

Re: Raid Summon Mobs

Post#4 » Sat Feb 26, 2011 5:18 pm

I remember back in the day in NToV (as I'm sure Topsy will remember) on Progeny raids, the issue with charmed mobs summoning was at times quite annoying and frustrating. The issue wasn't that the charmed mob would summon as soon it broke charm, but more along the lines that it would summon other mobs while charmed.

Is there no way to code a check for charmed npcs to not summon while charmed? This way, you don't lose the "danger" aspect of charming, where the mob will summon the player if/when charm breaks, but won't summon anything while charmed and cause issues with melee range.
Founder of <Progeny>
The Bloodmoon Clan

Felibar
Posts: 193

Re: Raid Summon Mobs

Post#5 » Sat Feb 26, 2011 10:33 pm

Haha no worries Strumm, I have to be of use somehow!

Lola
Posts: 491

Re: Raid Summon Mobs

Post#6 » Sun Feb 27, 2011 9:25 am

Mikuz's post says all: need to review enchanter charm ability & related charmable npc (CNPC) in zone (all zones / tiers from exp zones till DS).

PS: take the needed time to make it Live.
PS2: let's review all charm: (druid/necro/enc). Did i miss any class?
PS3: will need all chanty charm spell review & create some.
PS4: no flames, just input with arguments.

Some ideas/brainstorming:
1) where (ac/hp/dps/abilities) should stand a CNPC compared to class summon pets? Then same for a chanty CNPC (purpose: define the actual ultimate CNPC (DS being the last tier and should offer this CNPC)
2) then scale down the CNPC "power" for every tiers / zone below DS.
3) donator being the most powerfull class weapon in terms of effect/buff, i would propose to allow "Dominating colors" to work on all CNPC.
4) scaling each CNPC with a precised level (TOV= 70, ST= 71, PoF=72, etc...)
5) i would create 1 ENC charm spell per level (i.e would need to get this spell in the related zone in order to be able to get a CNPC in that zone)
6) following 5) we could have 2 different scaled CNPC per zone. For exemple, you could be able to get a CNPC TOV level in ST 1st part then a CNPC ST level in ST 2nd part (past Progenitor for exemple who would drop the ENC charm spell for ST CNPC. Extend that logic to all tiers up to last one i.e DS and create same for new zones.
7) modify / create if possible more Dire Charm AAs to allow DC and not simple charm spell duration on CNPC. No need 1 DC per tier, lets group them. To get a logic of progression ENC should have all the related grouped zone spell to get the DC ability for this group zoned. (get Tov+ST+PoF enc charm spells in order to get DC group1 ability : DC would work on every CNPC in these 3 zones).

More ideas to come but i think about that since a lobg time.

Adding more buff power to chanty would be great also, separate topic.

What do THF enchanters & devs think ?

BR
Alina.






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