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Old 11-01-2007, 06:28 AM   #16 (permalink)
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NCsoft usually just gives a percentage that the cast will cancel, otherwise it shots at the same time as if you didnt get hit.
Yep, they will do the same thing in Aion because it's more easy to balance the classes this way. Lineage II has the same system and I think it's the best.
knite16 said that at a mage would be impossible to cast a spell when you are attacked. Correct. If you have a big spell to cast (5+ seconds - large incantation) you will never be able to cast it. The cast gets cancelled 4/5 times. But when you have a 1 sec. (maybe less) cast, like 1 word of incantation... let's say "BURN!" you really can't be cancelled or setback from the spell since is so quick. So I think that (might upset the WoW fans or make them come with tons of explanations why I'm wrong =) ) the cancel chance system that Lineage II has and Aion will have is the best.
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Old 11-01-2007, 08:00 AM   #17 (permalink)
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I didn't like playing a mage character on WoW because of the spell push back, I remember one time activating a spell, and still be trying to cast that same spell when I died. That ****ed me off to no end. I prefer systems like FFXI's where if you get hit before 60%, it cancels at 70% or the spell completes.
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Old 11-01-2007, 08:16 AM   #18 (permalink)
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I like the spell-push back/cancel idea. The only problem I would forsee is the spell casting times of certain spells. (ex. sleep spell nerf in L2)<- made casting this spell WAY way way too long

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Old 11-01-2007, 09:43 AM   #19 (permalink)
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I agree. Casing should be a lot faster hopefully at high levels - but there needs to be it's disadvantages to it. I still haven't seen a video with the chance of cancellation on the spell. Anyone see one yeT?

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Old 11-01-2007, 09:57 AM   #20 (permalink)
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I just wanted to comment on something said earlier, and im to lazy to hit back and quote thw guy. Someone said WoW was the only game to do this interrup thing...


WoW was the only one to have the push back and what not but pently of games had interrups where the spell cancels completely, which is more annoying in my opinion... Meleoffs just descirbed FFXI's spell cancel a few posts back and someone mentions LOTRs just as examples..

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Old 11-01-2007, 10:05 AM   #21 (permalink)
 
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GuildWar's interrupts were integral to the game, but still annoying as hell. I, an axe W/Mo, hate those damn Mesmers with a passion. Always ruining my adrenaline-powered skills.
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Old 11-01-2007, 01:01 PM   #22 (permalink)
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Yah, if you try to cast a pyroblast while a rogue has you in melee you're not going to get the cast off. But, to be honest, most melee classes had stuns/disorients/interrupts that they would use to cancel your spell at their own will, so if you're fighting a smart one you're not gonig to live melee anyway. This puts pressure on the mage to use their blink/roots, the lock to use their fear to get people off of you.

Playing a melee class was all about avoiding those things the casters would use to keep you away while they attacked, and playing a caster was all about being able to keep your opponent from reaching you. If they were almost dead you had quick casts and insta-cast spells to take them out while they were on you, though. I mean, it was all about strategy. You couldn't just let them get to you and then take your chances with cancelation, you really had to think to keep them away. You also couldn't just kite *cough silver ranger cough* using superior run speed because you didn't have it. Slowing spells were helpful, but those alone wouldn't let you kite perfectly, but that's where roots and blink came in. Even so, all the melee classes had way around your roots and blinks, so it became a matter of who was the better player.

I support WoW's system and hope they use the same thing. Random cancelation is horrible... it leaves too much to chance. If I win I want it to be because I was the better player, not because I got lucky with 3 spells that never got canceled.

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Old 11-01-2007, 02:51 PM   #23 (permalink)
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i m with you on that one March.. i like the push back in WoW ( dont know about mages but priest had talents skills to reduce blocking chances too when healing)

Caster is about not letting melee come to him if cant succeed ( assuming the games mechanics give it a chance ofc) then he jsut doesnt know how to play.. and a different ranged ( archer) is usually slow enough to allow some other tactics.
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Old 11-01-2007, 03:17 PM   #24 (permalink)
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It's a doom loop somehow. On one hand you want to see many things from WoW in Aion. On the other hand, you don't want a WoW 2.0.

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Old 11-01-2007, 03:36 PM   #25 (permalink)
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It's a doom loop somehow. On one hand you want to see many things from WoW in Aion. On the other hand, you don't want a WoW 2.0.
The PvP system, stigma, flight, the graphics on the whole... all already ensure that this isn't WoW 2.0. If it is though... I liked WoW.

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Old 11-01-2007, 03:46 PM   #26 (permalink)
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You must be from WoW. That was the first time I ever saw it when getting hit restarted the cast bar. NCsoft usually just gives a percentage that the cast will cancel, otherwise it shots at the same time as if you didnt get hit.
They have a casting interruption rate in FFXI, also. In fact, you can wear equipment/merit an ability to reduce your spell interruption % rate.

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Old 11-01-2007, 05:38 PM   #27 (permalink)
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They have a casting interruption rate in FFXI, also. In fact, you can wear equipment/merit an ability to reduce your spell interruption % rate.
Yah, WoW had talents that would reduce/eliminate the chance to be interrupted while casting specifc spells.

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Old 11-01-2007, 05:46 PM   #28 (permalink)
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Yah, if you try to cast a pyroblast while a rogue has you in melee you're not going to get the cast off. But, to be honest, most melee classes had stuns/disorients/interrupts that they would use to cancel your spell at their own will, so if you're fighting a smart one you're not gonig to live melee anyway. This puts pressure on the mage to use their blink/roots, the lock to use their fear to get people off of you.

Playing a melee class was all about avoiding those things the casters would use to keep you away while they attacked, and playing a caster was all about being able to keep your opponent from reaching you. If they were almost dead you had quick casts and insta-cast spells to take them out while they were on you, though. I mean, it was all about strategy. You couldn't just let them get to you and then take your chances with cancelation, you really had to think to keep them away. You also couldn't just kite *cough silver ranger cough* using superior run speed because you didn't have it. Slowing spells were helpful, but those alone wouldn't let you kite perfectly, but that's where roots and blink came in. Even so, all the melee classes had way around your roots and blinks, so it became a matter of who was the better player.

I support WoW's system and hope they use the same thing. Random cancelation is horrible... it leaves too much to chance. If I win I want it to be because I was the better player, not because I got lucky with 3 spells that never got canceled.
If you try and tank a melee and hope you dont get cancelled you will lose. Its the same in both games, WoW and lineage. Mages cant just stand and tank a melee class. Both systems support that roll. What I like more about the percentage to cancel is if you have 10 people assisting a main MA, if your playing WoW, your never going to get your skill off. if your playing LIneage you have a better chance to at least kill 1 person.

I just feel the chance to cancel is a better system for mass PvP
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Old 11-01-2007, 06:31 PM   #29 (permalink)
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If you try and tank a melee and hope you dont get cancelled you will lose. Its the same in both games, WoW and lineage. Mages cant just stand and tank a melee class. Both systems support that roll. What I like more about the percentage to cancel is if you have 10 people assisting a main MA, if your playing WoW, your never going to get your skill off. if your playing LIneage you have a better chance to at least kill 1 person.

I just feel the chance to cancel is a better system for mass PvP
That's exactly what I don't like about it... I mean, if you've got 10 people on you you shouldn't be able to get a cast off. I mean, especially in mass PvP I think you need to have that steady knock back because the mages have the outright advantage. It's pretty easy to see a big group of people coming at you, and a mage isn't going to charge straight in, they're going to start attacking from max range. That first hit is going to be a slow and then you can probably get at least one or two more hits in after that. You throw in teleports and roots and even having a chance to cancel becomes pretty OP imo.

I mean, balancing mass PvP shouldn't really be that different from balancing 10v10. Assuming both sides have the same number of players the mechanics are going to be the same. I mean yah, there's the potential for an individual mage to get attacked by 10 people at once and not get a single cast off, but then you've got 9 people on your side that have nobody on them. Chances are you're going to have a mage or two in there that's going to be completely free to nuke without getting canceled or knocked back. In the end it doesn't really matter.

I just hate the idea of a random chance to cancel. Anything that's random takes a small element of skill out of the game. I'm not saying that people are going to try to tank and cast, I'm just saying I don't want to fight someone and win 50% because I cancel that last cast right before I kill and lose 50% because I don't cancel that last cast right before he kills me. With the knock back you get consistency, which means predictability, which means you can adjust strategy based on it. Adjusting your strategy to a random event is just not a smart idea.

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Old 11-01-2007, 06:37 PM   #30 (permalink)
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That's exactly what I don't like about it... I mean, if you've got 10 people on you you shouldn't be able to get a cast off. I mean, especially in mass PvP I think you need to have that steady knock back because the mages have the outright advantage. It's pretty easy to see a big group of people coming at you, and a mage isn't going to charge straight in, they're going to start attacking from max range. That first hit is going to be a slow and then you can probably get at least one or two more hits in after that. You throw in teleports and roots and even having a chance to cancel becomes pretty OP imo.

I mean, balancing mass PvP shouldn't really be that different from balancing 10v10. Assuming both sides have the same number of players the mechanics are going to be the same. I mean yah, there's the potential for an individual mage to get attacked by 10 people at once and not get a single cast off, but then you've got 9 people on your side that have nobody on them. Chances are you're going to have a mage or two in there that's going to be completely free to nuke without getting canceled or knocked back. In the end it doesn't really matter.

I just hate the idea of a random chance to cancel. Anything that's random takes a small element of skill out of the game. I'm not saying that people are going to try to tank and cast, I'm just saying I don't want to fight someone and win 50% because I cancel that last cast right before I kill and lose 50% because I don't cancel that last cast right before he kills me. With the knock back you get consistency, which means predictability, which means you can adjust strategy based on it. Adjusting your strategy to a random event is just not a smart idea.
Thats true, but you have to realize an archer is a ranged attack as well. With knock back a ranger can shot multiple times before a mage gets one shot off. It might be a little of an exaggeration, but I think percent cancle evens out the range classes.
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