guyvertoo said:I really don't think there is a "downtime problem". It is arguably faster to med from rez to full mana now than it was before the meditation changes.
Laksha said:personally I rather have it a server rule that Zerging is illegal and if you get caught you will be put in jail, over freaking having to wait so long for rezz effects to wear off and get mana back. On a serious topic I think they should do is make all the mobs regen to full right away as the adept windhag does to prevent zerging. having to punish the rest of the server because some people dont know how to raid dosent seem right and I think it is a downtime waiting for mana after rez effects, hell perhaps rez effects/df can be shorten if we didn't had anyone Zerging because they will be too busy in jail.
so all this would do is allow casters to be FM (or close) by the time they lose death effects, allowing them to re-engage with full potential after medding up. The current system simply lengthens this period that the melee's have to keep a mob choked, therefore reducing the chances that they will be able to. Simply put, this change would negate the point of death fatigue for casters: newly dead/rezzed casters would have to sit to regen mana anyways, so they wouldnt be doing anything different than if they had death effects. Of course, some casters may med up, cast, med up, cast as opposed to medding to full then engaging, but the fact remains that allowing mana regeneration during the death fatigue period isnt a good idea.Wiz said:people can keep a mob choked by throwing melees on it until all casters have lost death effects.
Reading over this thread, it seems that there are a lot of people missing the key points. The point of having death effects both when you die and when you get rezzed is simple: if either case didnt result in rez effects, they could be used to effectively cancel each other out. Example: if rezzing didnt result in death effects, then you could just rez characters back to the mob and re-engage. If dying didnt result in death effects, then you could simply bind/teleport by a mob and reengage it upon popping. Simply put, its necessary for both to result in death effects; yes this may suck for the casual exp groups where you die and have to run back to get a rez, but its a necessary consequence of solving larger issues (its what, 4 extra minutes anyways?).
Why dont we make it so casters can med up but not cast while they have death fatigue?
The same reason they have death fatigue in the first place: so they cant re-engage the mob. Wiz already said that
Wiz wrote:
people can keep a mob choked by throwing melees on it until all casters have lost death effects.
so all this would do is allow casters to be FM (or close) by the time they lose death effects, allowing them to re-engage with full potential after medding up. The current system simply lengthens this period that the melee's have to keep a mob choked, therefore reducing the chances that they will be able to. Simply put, this change would negate the point of death fatigue for casters: newly dead/rezzed casters would have to sit to regen mana anyways, so they wouldnt be doing anything different than if they had death effects. Of course, some casters may med up, cast, med up, cast as opposed to medding to full then engaging, but the fact remains that allowing mana regeneration during the death fatigue period isnt a good idea.
Why dont we give mobs massive regeneration instead?
As Xeldan said, this only accounts for full wipes; I'm sure that partial wipes are targeted by this change as well. If this change were considered as an alternative, raids would be able to lose most of their members to death, rez and med up (maybe with supermed?) and be ready to re-engage while a handful of members keep the mob busy: something that seems to be frowned upon. Simply put: this wouldnt solve the issue as a whole.
Why dont we ban offenders?
As previously said, this would require a lot of work on behalf of the staff: this alone warrants throwing it out as a possibility. However, in addition to that, its another opportunity for subjective rulings on behalf of the staff, which we all know can lead to drama and bad news in general. Example: guild A does something fishy that isnt allowed, but isnt caught. Guild B does something very similar and gets a few members banned. Guild B then throws a fit on the forums accusing GM conspiracies and all that. Handling cases on a case by case basis is tedious and problematic, especially when discretion and gray areas are present. Overall there are many reasons why this wouldnt work.
Zaos said:
- Briefly observing raids a few times a night a few times a week wouldnt require much time at all and, furthermore, the fear of being banned would undoubtedly work its own work.[/list:u]
guyvertoo said:Zaos said:
- Briefly observing raids a few times a night a few times a week wouldnt require much time at all and, furthermore, the fear of being banned would undoubtedly work its own work.[/list:u]
Do you realize that there are five or more guilds that raid every day at different times for multiple hours? This is a rediculous request.
And once one person is caught, out of all 5 or so guilds, I couldn't help but think that would be precendent enough for the rest of the guildies to say to themselves "Hey, screw this idea... Im not gonna be a part of this and lose all my time I put into this character."
There must be mobs capable of using the strategy you suggested of trickling people in as they die and res up that I am unaware of; therefore, isn't it more ideal to focus on these few encounters of the game, rather than a change that affects the mechanics of the entire game? If there are 5 encounters where trickling is possible--for example--then these 5 encounters could be adjusted to mitigate that strategy?
As it stands, I can't really understand the justification of increasing downtime for regular exp groups and most raid groups, just because of a few groups abusing a handful of encounters.
Sigurd said:While I was initially against this new implemented idea and believed that it caused "a double penalty" for casters, I have since changed my mind as of late (after soloing more and dying more often) . While I can't speak of the raid game, in the solo/casual group situation, the new DF penalty seems quite fitting. Ussually after I'm dead I'll spend the first 5 minutes or so getting my mana up and spending time buffing up. If DF worked how many people seem to want it to work (i.e. having the caster be silenced or unable to cast any damage spells on NPCs) such an effect would simply sit and med and wait for DF to wear off and have a full bar at the end of it.
Since the duration of DF is not that much longer then the time it takes for me to get FM and get fully buffed having a system where your bar continue to fill during DF would have no actualy penalty since its time that would be spent sitting and medding anyway.
Wiz said:*BREAKING NEWS* Melees have less downtime than casters when they do not need heals *BREAKING NEWS*
calaran said:Wiz said:*BREAKING NEWS* Melees have less downtime than casters when they do not need heals *BREAKING NEWS*