I did a search and also looked through the change logs and did not find what I was looking for.
Is Greater Sanctuary hobbled? It seems that it last an exceptionally short period of time, one map with haste.
Is there a reason for this?
And if so, why?
If there isn't and this is a bug, can it be fixed?
Secondly, I have noticed a shortening of the summons duration from casting. I saw in the change log where summons durations were changed but it did not refer to a length only a number ie; no rounds, turns or hours just the number according to caster level.
It also seems as if they last about 3 game hours no matter what level(haven't timed it but it seems about right).
Can that be looked at? The summons from casting aren't so super strong as to need a shortened duration.
They help the lower level casters that do more by themselves for what ever reason.
P.S. Shadow Shield seems to be pooched as well, does not last as described.
Spell Durations
Spell Durations
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Re: Spell Durations
Most spells have had their durations shortened.
Carry on if you wish, but you'll only be beating a dead mule.
Carry on if you wish, but you'll only be beating a dead mule.
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Re: Spell Durations
As far as sanctuary I dont know the last time it was looked at, since I have been here I dont remember anyone touching it, one of the things on the to-do list.
If you check the changelog the summons duration are much longer for lower level summons and they get reduced as you go to higher levels. its turns per caster level (need to double check but almost positive its turns not hours)
Shadow shield has been the same for as long as I can remember also
If you check the changelog the summons duration are much longer for lower level summons and they get reduced as you go to higher levels. its turns per caster level (need to double check but almost positive its turns not hours)
Shadow shield has been the same for as long as I can remember also
"Wheresoever you go,
go with all your heart." - Confucius
go with all your heart." - Confucius
Re: Spell Durations
Greater Sanctuary lasts 1 round per caster level... and can be extended.
It of course has a save on it, since regular etherealness is WAY overpowered.
It of course has a save on it, since regular etherealness is WAY overpowered.
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Re: Spell Durations
I don't see it as being overpowered in any way considering it goes away with any hostile action. And it does not last anywhere close to a round a level. My 15 (at the time) had it last about 30 secs.
I put the IO in socIOpath!


Lokey wrote:Yeah, ... I blame Tep in that case.


Re: Spell Durations
Level 15 what? Are you pure caster? Etherealness is too overpowered because you're almost impossible to hurt...you can sit there and buff and heal while your enemies stand flat-footed like idiots...you can't be attacked, and even most spells won't work against an ethereal creature. It would be an "I Win" button in relic raids. Also, you make no noise, so you can't fail a Move Silently check.
Assassins used to have Ethrealness for about 5-10 rounds and even that was found to be far too unbalanced in real scenarios... hence its been shortened to only 1 round, and 2 if you take 30 Asssassin levels.
Assassins used to have Ethrealness for about 5-10 rounds and even that was found to be far too unbalanced in real scenarios... hence its been shortened to only 1 round, and 2 if you take 30 Asssassin levels.
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Re: Spell Durations
ah, that explains why my listener builds were all like "wtf assassin??" lol.LinuxPup wrote: Also, you make no noise, so you can't fail a Move Silently check.
Assassins used to have Ethrealness for about 5-10 rounds and even that was found to be far too unbalanced in real scenarios... hence its been shortened to only 1 round, and 2 if you take 30 Asssassin levels.
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Re: Spell Durations
It wouldn't be an "I win" button during raids. I'm sure the devs would add a check to cause the spell to fail if carrying a relic.