Wiz said:
Festering Curse is a huge snare in itself.
:roll: Typical SoE reply. Nerf spells or AAs rather fix the mobs that is the problem.
Delacroix said:
Why not make all raid mobs unsnareable, and return Festering Curse back to the way it was?
Now that's a more practical solution, something SoE should have done from the beginning. But, no, SoE Dev team is too lazy to do that, so it's just much easier to nerf the spell rather than adjust the mobs themselves so they can't be snared nonewhatsoever.
Making high end mobs unsnareable would solve the problem entirely.
On a side note, nerfing spells and AA is what gets class balancing broken in the first place. Why you think so many SoE subscribers leave the Live game in droves in the first place? Nerfing spells and AA isn't necessarily 100% the answer, the problem can be from a single mob itself. That can be easily remedied by simply changing the code on the mob so that it can't be exploited ever again.
I played my Necro for 5 years, I know how my class plays. The problem is that many from the Dev department and players in general are ignorant on how Necros work simply because they never played the class.
So dealing with ignorant people and trying to get them to see reason becomes frustrating and fruitless simply because they're distrustful of players to play their classes *honestly*. SoE does not expect anyone to play their class honestly without intending to exploit the use of their class (any class for that matter).
Dishonest players comes as a small minority, not a majority. Just because some asshat decides to exploit the potential of what a class can do doesn't mean that everyone will do it.
So please, don't nerf spells and AA simply because you're afraid of the potential possibility that someone may exploit it for use to their advantage.
kathgar said:
Making raid mobs snarable is a bad idea.. no really it is
I for one highly agree with that, it is a very bad idea. But be careful of what mob and WHERE the mob is though, if a mob runs and brings back it's buddies, it can make a complete raid wipe, every single time. So this needs alot of thought before implementing what mob should be ALLOWED to be snared and what shouldn't be. It all depends on the location of the zone and the mobs surrounding the target.
Here's an idea, in some areas where a potential wipe can be produced every single time on a unsnareable mob, why not add a very high resist snare code on the mob, say that it could take something like 1 out of 5 or 10 possible successful raid. Kinda like playing the lottery where you get 1 out of 5 chances of winning. The potential for a guild raid taking on a very high odd of winning would be something fun and challenging and the reward that comes with it. So yeah, let there be raid wipes, let them go "oh poo! Oh well, maybe we'll have better luck next time" and keep trying until they reach success. Let there be frustrations, let them get pissed off. But at the end, let them rejoice of winning and pat each other's back of finally have a successful raid.
I like how this game caters to the emotions of the player, much joy, anger, wonderment, puzzlements, frustrations, dissapointments, etc. Much like how we all go through in real life with it's ups and downs. EQ has all that great elements of life, even though we know it's just a game.
Going back to the quote again already mentioned above.....
Wiz said:
Festering Curse is a huge snare in itself.
What's wrong with snare Wiz? It seems you have a problem with any kind of snare spells or AAs in itself (or just any kind of snare line spells or related to it's spell family tree that contains snare). Is that what I am reading correctly from you? If not, please help me understand more about your line of thought.
Wiz said:
Leaving an ability that will let you auto-solo anything that unnsnarable is not a terrifyingly good idea in itself and will just lead to a million bandage fixes in the future.
I don't understand that line of reasoning? Can you explain a bit more and give us some example of that?
Some questions raises in my mind.
Do you have a problem with soloing?
If you mean auto-soloing, are you talking in terms like what Bards can do? They can auto-kite a mass number of mobs at once. (I understand that Bards can now kite multiple mobs now in WR as where Bards can't do that in Live anymore as it has been nerfed) I've watched a Bard grab some mobs, plop a roll of quarters on a arrow key that leaves them running in a constant circle and they can walk away to get a soda and snacks while the mobs is chasing the Bard with no avail of touching him. The Bard was already using Run5 which is about the same speed as SoW (if not faster, as I never got that Run5 AA myself, so I can't tell you exactly what the run speed is like with Run5 AA, plus the Bard didn't tell me what he was using as a run speed nor did I ask).
But I could be ignorant about the Bard class simply because I never played it, so someone please correct me if I am wrong about this.
My final impression is that if anyone defends what is considered to be a very useful spell or AA and does not see it as being exploitable or overpowering should be viewed with suspicion and skepticism, thereby deciding that this person should not be trusted with the spell or AA as the player may not play honestly and fairly with the spell or AA while killing a mob.
Also, if this AA is a concern for PvP, then code it not to work on players if this AA is deemed unfair competition to other classes.
Nerfing the AA is not a solution, it is by no means overpowering nor is it exploitable. Fixing the raid mobs (under certain situations and location of zone as well as the location of the mob itself) so they cannot ever be snared is the solution.
That's my bagload of more than just 2 cents.
Yiz