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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Mage's Ball Lightning - overpowered strat?
Xeeg
Member, Alpha Two
So if you cast ball lightning on a monster in melee range, and then teleport through the ball lightning, will the monster kite through the ball the entire time it runs to you for massive damage?
It looked like the ball lightning was about the same speed as the monster in the stream. Steven missed his teleport and thus didn't kite the monster through the ball, but it seemed possible.
It looked like the ball lightning was about the same speed as the monster in the stream. Steven missed his teleport and thus didn't kite the monster through the ball, but it seemed possible.
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Comments
farm with balls teehee ;3
But it's hard to say because of the contrast between the last 'data point' of about 6 seconds TTK, and the actual stream showcase where it was uniformly closer to 12s.
With a 6s TTK, there would almost be no point in that strategy for most combat, certainly not duo. But, at 12s, just adding one more person would make this work without any help. Just have your tank walk backward slowly while the mob was 'in the ball'.
I'd obviously hope for the mob to be sensible enough to not just take this, but honestly, not every mob needs to be that smart, so, more fun for everyone.
Well, assuming the last livestream TTK and not the 'Discordian' one.
I was thinking the exact same thing with regards to TTK and this melee ball/teleport strat.
Not sure if we should use Steven's gameplay as the measure of TTK. It looks like he is still learning what his skills do. =D
Well, interestingly, I found myself thinking that given the animation and charge timings of certain moves and weapon swings, even on Fighter, I didn't really 'see' how they were going to get to the 6s one.
I'd prefer very slightly longer than even what we saw, but the showcase mobs, that style, I could just look for something stronger than me instead of at-level and probably get the effect while having some risks.
I don't know what to make of Steven's gameplay relative to it either, but basically, it takes too long to even do certain abilities, for that supposed '6s' to feel realistic. Probably just my desperate biased hope though. As for the 'overpowered'-ness of the strat, I think it's fine to do that, maybe have the ball dissipate after some number of total hits (though I don't want to think about the network strain this can cause in certain implementations).
This is always something I enjoy doing in games. Pushing the limits of the stuff we can take until it just on the edge of dieing each fight haha.
I guess I should give him a little more credit, even though criticizing every mistake made by the game creative designer is more fun... =D
Yeah, this is what I was thinking. Hard to say what's overpowered when nothing's been balanced yet.