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Liz
 
PostPosted: Thu, Oct 20 2011, 23:23 PM 

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http://www.amiaworld.net/phpBB3/viewtopic.php?p=1022543#p1022543

PaladinOfSune wrote:
- Big change to a certain spell (here's where I earn hate mail from mages!)

Time Stop
This spell can no longer be cast from scrolls or items. Upon casting, all frozen targets are immune to damage or effects or any kind, rendering them untouchable until time starts once more.

Time Stop has a cool down of ten rounds between each casting.

No hate mail from this sorcerer player. Thumbs up!

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P Three
 
PostPosted: Thu, Oct 20 2011, 23:27 PM 

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I don't ever use it.

But I totally understand the nerf. Good one.

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Pony
 
PostPosted: Thu, Oct 20 2011, 23:33 PM 



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Got two arcane characters, and yet.... <3


 
      
Naivatkal
 
PostPosted: Thu, Oct 20 2011, 23:34 PM 

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I -LOVE- the no items/scrolls/etc portion.

As for the cooldown... I dont'r eally care, I've only used the spell twice ever XD

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Ulir
 
PostPosted: Thu, Oct 20 2011, 23:35 PM 

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I rarely use it and sometimes forget its there even in pvp, lol. Seems like a decent change. A buff/summon/getaway spell now. No hate from me either.

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Ulir
 
PostPosted: Thu, Oct 20 2011, 23:37 PM 

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Although I don't see the reason behind the 10 rds. cooldown.. the use is limited to mainly buffing and such and mages only have a limited amount of level 9 spells. I might as well ask why this is?

Edit: On second thought, nevermind this. Limitations makes it more interesting.

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Last edited by Ulir on Thu, Oct 20 2011, 23:44 PM, edited 1 time in total.

 
      
Selvec Darkon
 
PostPosted: Thu, Oct 20 2011, 23:43 PM 

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There is no counter.

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Day Dreaming
 
PostPosted: Thu, Oct 20 2011, 23:45 PM 

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Victory!

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corypx
 
PostPosted: Thu, Oct 20 2011, 23:45 PM 

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Ulir wrote:
Although I don't see the reason behind the 10 rds. cooldown.. the use is limited to mainly buffing and such and mages only have a limited amount of level 9 spells. I might as well ask why this is?


might be to avoid having mages use timestop as a AoE spell spam instead..

like timestop,(Evard's black tentacles,Incendiary cloud...ect)Timestop....rinse and repeat so when the effect is over they have like 5 Evard's black tentacles or Incendiary cloud..ect ontop of them that nuke them instead.

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Ulir
 
PostPosted: Thu, Oct 20 2011, 23:45 PM 

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Counter spell should work against every spell except epic spells.

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Ulir
 
PostPosted: Thu, Oct 20 2011, 23:48 PM 

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Btw, if you use it before the cooldown is over, will it use a level 9 spell slot?

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PaladinOfSune
 
PostPosted: Thu, Oct 20 2011, 23:49 PM 

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Of course. You're informed when the cool down is over, mind you.

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CelestialDante
 
PostPosted: Fri, Oct 21 2011, 0:03 AM 

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Lizzie wrote:
Thumbs up!

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Naivatkal
 
PostPosted: Fri, Oct 21 2011, 0:05 AM 

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I have a question regarding it, though.

How does AoE spells work now? Do they not take effect until after Timestop wears off? Or do they fire off before it's done, no damage is given, and are effectively wasted spells?

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Ulir
 
PostPosted: Fri, Oct 21 2011, 0:13 AM 

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As before. They damage right away when casting. I can't see why every other spell would change due to Time Stop changes.

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Ulir
 
PostPosted: Fri, Oct 21 2011, 0:13 AM 

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PaladinOfSune wrote:
Of course. You're informed when the cool down is over, mind you.


Sweet!

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Naivatkal
 
PostPosted: Fri, Oct 21 2011, 0:17 AM 

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Ulir wrote:
As before. They damage right away when casting. I can't see why every other spell would change due to Time Stop changes.


Yes, but:

PaladinOfSune wrote:
Upon casting, all frozen targets are immune to damage or effects or any kind, rendering them untouchable until time starts once more.


That's why I ask lol
I'm assuming it's just how it worked before, right?

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TormakSaber
 
PostPosted: Fri, Oct 21 2011, 0:20 AM 

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Posting in a spiralling, falling, crashing and burn topic. Page 1.

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PaladinOfSune
 
PostPosted: Fri, Oct 21 2011, 0:25 AM 

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I admit, I too am eager to see if this will be another balance topic that has to be locked!

RE: Naivatkal - you're overcomplicating your thinking. All it does is make your frozen targets invincible. Nothing else has been changed there.

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Naivatkal
 
PostPosted: Fri, Oct 21 2011, 0:28 AM 

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+1 to the hope it doesn't become that! Personally, I'm trying to understand how that silly spell works.

I got it now. Basically don't case offensive spells (ie fireball, Hellball, mord's, etc) :D
It's all about the casting/buffing now

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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Ulir
 
PostPosted: Fri, Oct 21 2011, 0:30 AM 

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I think it's a pretty sweet change, and I love that you get notified when 10 rds has passed. Thumbs up!

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Ulir
 
PostPosted: Fri, Oct 21 2011, 0:39 AM 

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Naivatkal wrote:
+1 to the hope it doesn't become that! Personally, I'm trying to understand how that silly spell works.

I got it now. Basically don't case offensive spells (ie fireball, Hellball, mord's, etc) :D
It's all about the casting/buffing now


.. or fleeing :)

Personally I love to flee, haha.

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Arcadence
 
PostPosted: Fri, Oct 21 2011, 0:50 AM 

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In before all damage spells are changed to emulate Flame Arrow, causing X separate instances of 1d4 elemental damage.

Epic Mummy Dust/DK will also have a Fort/Ref/Will save of 10.

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Naivatkal
 
PostPosted: Fri, Oct 21 2011, 0:52 AM 

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I hope that's playful sarcasm :o

I bet the change is to stop abuse. Buuuuuuuut I don't really know XD

It's fine the way it is (now). It really was highly overpowered.

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TheGoddessOfAmazing©
 
PostPosted: Fri, Oct 21 2011, 0:54 AM 

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Arcadence
 
PostPosted: Fri, Oct 21 2011, 0:58 AM 

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Naivatkal wrote:
I hope that's playful sarcasm :o


It was intended as such. Now that I look at it, I hope so too. :?

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Naivatkal
 
PostPosted: Fri, Oct 21 2011, 1:04 AM 

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Figured XD

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PaladinOfSune
 
PostPosted: Fri, Oct 21 2011, 1:13 AM 

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That's a relief. I thought you had somehow managed to read our developer forums and found out our next change.

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TormakSaber
 
PostPosted: Fri, Oct 21 2011, 1:16 AM 

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Yeah, we actually have plans to give every spell a scaling gold cost based on spell level. You kno, gold is really easy to get so a level 1 would cost about 100 per cast and a level 9 would cost about 1k.

NO WE DON'T I'M JOKING.

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Nivo
 
PostPosted: Fri, Oct 21 2011, 1:19 AM 

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Sure, give Ulrik something else to ponder and obsess about.

THANKS GUYZ.

No, but really, reasonable changes.

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TormakSaber
 
PostPosted: Fri, Oct 21 2011, 1:19 AM 

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At least anything to do with Time has an easy explanation on Amia...

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Jes
 
PostPosted: Fri, Oct 21 2011, 1:21 AM 

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"Why is the scroll not activating...? Why isn't - Seven! it's in the number. It's always in the numbers!"

I foresee a few headaches and raised eyebrows from amused copper kin!

Honestly, though! I am glad for this change, even though I very rarely ever saw a Time Stop to begin with. Kudos!

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Charles1810
 
PostPosted: Fri, Oct 21 2011, 1:37 AM 

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Will there still be a item needed for the casting?
Will said item change price?
If scrolled on a scroll can it still be added to spell book?

Mostly just curious I never use the spell because I hate the name and misleading of what it actually does. :P Do see me having a few personal headaches that I'm sure will come up due to Belalad, but that can't be helped.

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Day Dreaming
 
PostPosted: Fri, Oct 21 2011, 1:38 AM 

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Yeah, perhaps the component could be nixed?

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PaladinOfSune
 
PostPosted: Fri, Oct 21 2011, 2:06 AM 

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We'll look at the component later on down the line. Don't bother asking about it for the moment.

Yes, wizards can still use the scrolls to learn from.

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Sylfwe
 
PostPosted: Fri, Oct 21 2011, 2:14 AM 

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P Three wrote:
I don't ever use it.

But I totally understand the nerf. Good one.

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Grymia
 
PostPosted: Fri, Oct 21 2011, 3:59 AM 

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I like it myself, actually. ^-^


 
      
Nex_addo
 
PostPosted: Fri, Oct 21 2011, 4:13 AM 

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Wow.. Thats some serious nerfing there. I agree with 2 out of 3 of the nerf. Unfourantly it has become a purely defensive spell now.


 
      
Selmak
 
PostPosted: Fri, Oct 21 2011, 4:15 AM 

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Well, better a defensive spell than an evil time-looping spell, I say. :)


 
      
Nex_addo
 
PostPosted: Fri, Oct 21 2011, 4:19 AM 

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I'd prefer to see the offensive side still in place. I agree with the other two though. With the other two I'd say it makes it balanced. With all three i'd say it destroys the spells


 
      
TormakSaber
 
PostPosted: Fri, Oct 21 2011, 4:28 AM 

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The offensive side is the entire reason it's broken. That won't be returning. As a sorc or wizard I could 1v10 with timestop no problem if I fet like it and there is LITERALLY nothing you could do. Not even like figuratively nothing you could do, but literally, because I stopped time.

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TormakSaber
 
PostPosted: Fri, Oct 21 2011, 4:29 AM 

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Quote:
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

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Nex_addo
 
PostPosted: Fri, Oct 21 2011, 4:32 AM 

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Didn't question the lore side of it from that side it seems your spot on. As far as 1v10 with the cooldown I don't think you can. Thats why I said 2 out of 3.


 
      
TormakSaber
 
PostPosted: Fri, Oct 21 2011, 4:33 AM 

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With the cooldown? Probably not. But it still breaks the lore of the spell to be offensive, and since you said you didn't mind the lore, seems we got no problems after all.

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Nex_addo
 
PostPosted: Fri, Oct 21 2011, 4:35 AM 

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Quote:
With the cooldown? Probably not. But it still breaks the lore of the spell to be offensive, and since you said you didn't mind the lore, seems we got no problems after all.


It's been said that magic works in a different way on amia. It isn't enough to discount that argument because of lore as plenty of other spells have been nerfed due to NWN mechanics


 
      
BlackestAtrocity
 
PostPosted: Fri, Oct 21 2011, 4:36 AM 

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As someone who plays a 30 Wizard..

Thank you. :mrgreen:

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Charles1810
 
PostPosted: Fri, Oct 21 2011, 4:37 AM 

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TormakSaber wrote:
At least anything to do with Time has an easy explanation on Amia...


That hurts a little ):

But yea the spell I don't believe is ever meant to be an offensive side of Chronomancy, it increases your movement for one of three things to summon/buff/run away.

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Dieu_Le_Fera
 
PostPosted: Fri, Oct 21 2011, 4:49 AM 

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I have no problem with the offensive side being removed... nor do I have a problem with the cool down time *if only it was added to HIPS but just 6 seconds = 1 round* but what benefit does it give the caster for it being a 9th circle spell? Maybe add haste during the Time Stop period to simulate that the caster is actually faster then the perception of the hostiles? Two defensive spells instead of one? One summon spell one defensive spell... the defensive spell couldnt even be GS because if you use an epic summons in that time all GS does is make you invisible.

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Xenos
 
PostPosted: Fri, Oct 21 2011, 4:51 AM 

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Oooh.. I was totally saying for ages "Just add a CD, thats all it needs, then it cant be abused"

Im rather pleased to see a CD added, though the lack of damage during the stop is a shame, at least now it will function much akin to GS, but i wont have to lose summens or do some clunky Counter Spell thing to break it.

Well done, sirs.

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Nex_addo
 
PostPosted: Fri, Oct 21 2011, 4:55 AM 

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Quote:
Im rather pleased to see a CD added, though the lack of damage during the stop is a shame, at least now it will function much akin to GS,


Yeah another dead spell.


 
      
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