flux seems to always recast for the same value

Started by ms233, August 23, 2008, 01:08:32 AM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.


not sure if this has been discussed already but I've found that if you recast flux before it's worn off, it always gives you the same mana regen boost.  This is bad if you get a bad flux cuz you need to wait for it to wear off as recasting does no good.

Mithrax


So I understand that the new flux behavior is by design rather than a bug.

I think the old flux behavior where you could recast and get a different result was far more preferable.  My suggestion would be to change it to the traditional flux behavior for the sake of usefulness.  As it stands now, I doubt anyone would actually use it.

I'm not sure I understand the reasoning behind the change.  It wasn't overpowered, I don't think, and using it seemed to be a good tradeoff between risk and reward.  I can't really say it's worth casting now.  Playing a mage is hard enough and flux was a great tool to help ease the pain.

Just my opinion :)

Mithrax

Quote from: ms233 on October 08, 2008, 10:56:17 PM
I'm not sure I understand the reasoning behind the change.  It wasn't overpowered, I don't think, and using it seemed to be a good tradeoff between risk and reward.  I can't really say it's worth casting now.  Playing a mage is hard enough and flux was a great tool to help ease the pain.

The reason behind the change was not directed at flux and was not meant to nerf anything. When we did the original plans and code for magic and specifically basic recast behaviors we just took a random handful of spells out of the 1400+ that are in the game. All of these spells had a fairly static nominal bonus and under which refreshing the only the spells timer was decided to be the best option for a recast behavior. The behavior of flux under this mechanic only later was fully realized and at that point some people liked it some people didn't (Its nearly impossible to make everyone happy at the same time).

Now because there are so many other bugs and things left to do to get a full version of the engine up it was decided that since it works for the majority of spells and it does partially function as is for flux that it was of a lower priority. We have other recast and other spell mechanics on the table that we would like to go in and they would enable flux to work as it did in mmud. Its just not happening right now.

Since its still an open issue and new people noticing it for the first time always want to comment on it we left these posts up for discussion so players could share their opinions with us on the matter.

I'm not sure if I can make reasons for the changed behavior much clearer then that.

As far as other people using it goes, yes some players do use it because you can sustain a good tick much longer then you could under the mmud mechanics.

thanks for the explanation...makes a lot of sense.   :)

NP, thats what the forums are partially here for....