View Full Version : Magic Shield the final solution
vader-kun
03-10-2009, 11:23 AM
I don't know if anyone else has suggested this but here goes. A lot of mages complain about magic shield, though it is a really useful skill. But it needs a slight tweak. The 7 hit limit has to go. Magic Shield is basically used in 2 ways, either to survive a really bad hit, or to reduce 5-20 damage down to 1-2. Of course in AOE situations the 7 hit limit makes it have very limited value.
So I propose to change it to a Damage limit say 50-100 it would still fill those 2 roles and yet make aoe possible for Mages. Most important of all it would make for a much more enjoyable game. (dying stinks) So how bout it SOS? Give us a buff that means something:D
Thanks for listening:)
deoxys114
03-10-2009, 12:40 PM
I like the idea, but the one thing I see wrong with your idea is the Damage limit.
Are you saying that once the damage exceeds 50-100 damage, it will break? If so, then there is a problem. Magic Shield is like a second HP Bar. If I'm running through really hard maps on my usual death run to the strongest maps, those monsters hit me for 200+ damage even with Magic Shield on. If so, it would break in one hit, and I will be at a loss. See what I mean?
If that's not what you mean, then can you elaborate a bit more?
Good idea none the less.
tazsbigtoy
03-10-2009, 01:49 PM
Well in the class feed back section several people suggested removing the hit limit and having it on a timer so it expires when either the time ends or the player runs out of mp. And yes this has been discussed. It's probably the biggest complaint about the class skills, with the extremely long cool down on arrest being the second.
poochyenarulez
03-10-2009, 04:12 PM
Well in the class feed back section several people suggested removing the hit limit and having it on a timer so it expires when either the time ends or the player runs out of mp. And yes this has been discussed. It's probably the biggest complaint about the class skills, with the extremely long cool down on arrest being the second.
yea, a cooldown would be to much since its like having 2 hp bars..
and mages have frost and magic ice so shorter arrest cooldown isn't really needed..
vinsizle916
03-10-2009, 11:04 PM
yea, a cooldown would be to much since its like having 2 hp bars..
and mages have frost and magic ice so shorter arrest cooldown isn't really needed..
1. nope, since mp is used to kill mons, and seeing as the mage class drink mp like water it doesnt really act as a 2nd hp bar
2.frost and ice doesnt work as well as most peeps think since u cant cast frost like brambleway >.> and the animation for magic ice is so slow <.< a shorter arrest cooldown would be really handy
tazsbigtoy
03-11-2009, 07:06 AM
Most people don't realize what a short range and short duration frost has. And frost and magic ice both have cooldowns of their own.
deoxys114
03-11-2009, 08:27 AM
Actually Frost has quite a good range I would say. Almost as big as Dead Lock. This is what I think that is.
vader-kun
03-11-2009, 11:17 PM
Back on Topic the Damage limit would make it possible (depending on your defense and the Mons attack) for shield to last thru its cooldown in aoe situations. Which in my opinion is its best use.
To survive tough maps getting hit for 200 damage you are still only gonna last 3 hits till you're MP bar runs out max. Why not just spam hp pots in that case.
A damage limit would allow you to enhance your defense for aoe situations like Lost Bry where even the best Mage armor and SC items leaves us short on defense.
In most maps after we hit lvl 79-80 the defense required to aoe is out of our range for the level that the mons will run. Which I think is a flaw in the running levels of the maps. They should either allow higher levels or be class based for running levels.
But I digress, a damage limit verses a hit limit would fix this situation and allow Mages to take their proper place as defenders of Xen. Not just suicide aoers!
Godai-kun lvl 8x Mage