Author Topic: Confusing behavior from shield and dash spells  (Read 5038 times)

Offline LayZboy

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Re: Confusing behavior from shield and dash spells
« Reply #15 on: May 27, 2012, 10:14:48 am »
Also why is there no Entropy shield.

Offline omegajasam

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Re: Confusing behavior from shield and dash spells
« Reply #16 on: May 27, 2012, 10:41:54 am »
Personaly, I'm not a fan of the 12 second change to it. It's annoying, boring and still leaves the sheild confusingin it's purpose.

I would much rather see a massive mana drain sheild, a mana regen reduction sheild, partial damage reduction sheild or anything that adds to the gameplay more then the 'this is absuable, lets make it switch off every X seconds' which honestly still leaves it reallly darn powerful.

if that time was a lot /lower/ with a fixed mana cost, it would feel a lot more like the intended short block it was.

Definatly needs some work and expansion at some point. They look like a great way of making gameplay more varyed,

Offline Misery

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Re: Confusing behavior from shield and dash spells
« Reply #17 on: May 27, 2012, 05:36:22 pm »


if that time was a lot /lower/ with a fixed mana cost, it would feel a lot more like the intended short block it was.


Actually, it'd still be just as exploitable (if not more).

Players could simply learn the exact timing, and just pop it right back on when it goes off.


There was an actual REASON that it was allowed to stay on for 12 seconds, but I dont recall just what it was, one of the devs mentioned it at some point.

Offline keith.lamothe

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Re: Confusing behavior from shield and dash spells
« Reply #18 on: May 27, 2012, 08:40:22 pm »
My thought for shields is to make it disable mana regen while active (while keeping the per-second cost, although possibly reduced), so the max length of time you can keep it up is solely determined by your max mana.  Regen would still shorten the "gaps" if you were chain casting shield, though.
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Offline zebramatt

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Re: Confusing behavior from shield and dash spells
« Reply #19 on: May 28, 2012, 02:26:18 am »
I think 12 seconds is a really long time in Valley combat, which seems pretty contrary to the purpose (?) of shields. 4 seconds seems more in keeping.

I think the cooldown starting when the spell turns off, rather than when it's turned on, is a good idea (http://www.arcengames.com/mantisbt/view.php?id=8076).

Halting mana regen completely could also be good (in addition to the above).

And then differentiating the shields somewhat: http://www.arcengames.com/mantisbt/view.php?id=6420.

Offline Misery

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Re: Confusing behavior from shield and dash spells
« Reply #20 on: May 28, 2012, 03:51:47 am »
I think 12 seconds is a really long time in Valley combat, which seems pretty contrary to the purpose (?) of shields. 4 seconds seems more in keeping.

I think the cooldown starting when the spell turns off, rather than when it's turned on, is a good idea (http://www.arcengames.com/mantisbt/view.php?id=8076).

Halting mana regen completely could also be good (in addition to the above).

And then differentiating the shields somewhat: http://www.arcengames.com/mantisbt/view.php?id=6420.

I agree with all of that.

Offline omegajasam

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Re: Confusing behavior from shield and dash spells
« Reply #21 on: May 28, 2012, 08:20:58 am »


if that time was a lot /lower/ with a fixed mana cost, it would feel a lot more like the intended short block it was.


Actually, it'd still be just as exploitable (if not more).

Players could simply learn the exact timing, and just pop it right back on when it goes off.


There was an actual REASON that it was allowed to stay on for 12 seconds, but I dont recall just what it was, one of the devs mentioned it at some point.

I said 'feel' not balanced for a reason. You'd have to balance the cost, cool-down and such to a point it may not be possible. My point being that the shields don't even feel, let alone work, as intended.

I do like the idea of disabling regen and costing to maintain. That would make them /amazing/ for trying to get through crowded or trapped areas, but quickly remove your ability to fight back. Combine that with a 2nd more bursty shield (fixed cost with a cooldown?), and perhaps a ouple other sheild types and they would be a very intresting thing.

As it is, everyone just recasts every 12 seconds.