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Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Strength Buff Spells...
Halftea
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Message #19258 Posted: Dec 7, 2008, 3:54 pm
I was wondering at the time changes for the strength buffs.

Level 1: Bull Strength / 6 hours / 5 mot / + 10 Strength

Level 2: Rhino Strength / 5 hours / 12 mot / + 20 Strength

OK, higher strength=less time, no prob with that...

Level 3: Elephant Strength / 8 hours / 18 mot / + 35 strength

Now suddenly we increase time as well? Is it an advantage of committing to three spells in the same family? Because unless motivation is becoming an issue, there really isn't any reason to use the earlier spells if you have Elephant Strength.

Since that is the only level 3 spell released so far, anyone have thoughts on this?

Not sure if we would see the same impact with the summon spells. A Rat makes a cheap guard, but a Wolf Spider is a little tougher. Anyone tested the efficiency of the summon spells?
Nanashi
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Message #19263 Posted: Dec 7, 2008, 4:41 pm
Problem with the summon spells is that they are traps. They last for one day or until you get attacked. Once it is triggered by an attack it doesn't reset. And against a golem rigged for PVP, even the spider doesn't stand a chance. It is an annoyance to someone attacking you.

Like fighting a mosquito when you are expecting a tiger.
laidan
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Message #19282 Posted: Dec 7, 2008, 6:07 pm
Anyone know how the xp works with the rat? Is it like attacking someone who suddenly has a flesh golem out, and you lose a bunch, or is it like fighting a rat with an iron golem and you just get 1?
[ADMIN] Arkham
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Message #19285 Posted: Dec 7, 2008, 6:32 pm
Er, oops. Actually Elephant Strength was supposed to be 4 hours as you can probably see from the trend. That'll be fixed shortly.

XP for attacking a summoned creature should work the same as if you'd attacked it in the wild (including the defender getting 0 xp, since I didn't want people summoning a rat just so someone else could give them XP with little to no risk to the attacker or defender).

Kep
Last Edited: Dec 7, 2008, 6:33 pm
Halftea
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Message #19286 Posted: Dec 7, 2008, 6:35 pm
Problem with the summon spells is that they are traps. ...It is an annoyance to someone attacking you.


While they are traps, since they are both only 5 mot to cast, it's still a cheaper way to make an attacker use up one of his attacks with that golem. As you said, it still won't stop a determined attacker, especially one with multiple golems and motivation to burn, but it does buy a little time.
[ADMIN] Arkham
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Message #19388 Posted: Dec 8, 2008, 4:53 pm
Incidently, higher level summon spells don't have to remove themselves after an attack. I could easily leave the spell cleanup off.

In fact, it sort of gives me an idea for a Summon Rat Swarm spell, which summons a rat when you're attacked but has the duration cut in half each time (so repeated attacks can eventually get through).

Kep
Nanashi
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Message #19454 Posted: Dec 9, 2008, 3:19 am
Arkham said:

Incidently, higher level summon spells don't have to remove themselves after an attack. I could easily leave the spell cleanup off.

In fact, it sort of gives me an idea for a Summon Rat Swarm spell, which summons a rat when you're attacked but has the duration cut in half each time (so repeated attacks can eventually get through).

Kep


Finally...Finally!! The infestation I have been dealing with shall be put to good use!! All my work casting humane trap spells shall be rewarded!!! MWAHAHAHAHAHAHAHAha... I need a drink.
[ADMIN] Arkham
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Message #19457 Posted: Dec 9, 2008, 3:40 am
Yeah, I already threw it together. It's working in dev and will probably be released in the next spell batch. Har!

Kep
ZugZug
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Message #19508 Posted: Dec 9, 2008, 2:19 pm
Just an opinion, but rainfall seems a little overpriced. It's an advantage for a defender in pvp mainly because a clay golem would heal after each fight. 15 motivation seems like a ton for that. Or is rain really that big a deterrant for pvpers?
Haruna
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Message #19531 Posted: Dec 9, 2008, 5:39 pm
Don't forget that the rain also lowers the accuracy of golem's attacks. Thus making your defender last longer even ifit isn't a clay, besides 15 motivation for one full day (24h) of rainfall? That's pretty cheap considering the benefits.
masterslug
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Message #19602 Posted: Dec 10, 2008, 1:28 pm
not enough benefit to offset the attackers strength buff. Although the buff doesn't last as long the attacker picks when they attack so 4 hours is more than enough where as you can't use strength in a defensive capacity (unless you are prepared to set your alarm for the early hours of the morning).

Will the rain be part of a tech tree, with improved versions?
Halftea
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Message #19607 Posted: Dec 10, 2008, 2:10 pm
Rainfall is only the first of the Magogenisis spells, so I'm fairly certain there will be others. Maybe something simple like like an earlier suggestion for 'Mud' which would reduce attacking golem speed and accuracy. Or some of the other suggestions from the spell thread.
 
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