Time Stop
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Nice. Very good idea. (And to think, this is coming from a faction whose only option for time-stop is scrolls!Lorkar1 wrote:How about removing the crystal requirement for the caster since they would be the conduit and leave the req' for scroll users as they would need a conduit since they are not versed in magic. And make scrolls one round only.


Hmmm... Really not to hard to tell who has become reliant on this little "I win" button from reading this thread.

...And hey, if you decide not to change it, that works for me. I have some up-and-coming bards in my ranks that are just waiting to use the scrolls I've been stockpiling since the wipe.

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Time Stop does clear combat qeues.
It can also eat spells being cast if catching the opposing caster at the exact right moment.
No other class needs any expendable to use their abilities, mages shouldn't either.
Time Stop scrolls can be eliminated as a drop or can be set to use a different version of TS that is more limited than the actual mage spell.
It can also eat spells being cast if catching the opposing caster at the exact right moment.
No other class needs any expendable to use their abilities, mages shouldn't either.
Time Stop scrolls can be eliminated as a drop or can be set to use a different version of TS that is more limited than the actual mage spell.
you are not, you are super-charging your own speed for a short while to give the effect of 'stopping time'...think of the Freiza DBZ series. One of the first battles was against this pig looking guy who could hold his breathe to 'stop time' when he was really just increasing his own speed dramatically. I believe it was Krillon (sp?) and Gohan vs. him...eventually his 'time stop' spamming wasnt enoughBlystos Re wrote:I mean, you're *%*$ing with time, people...I feel there should be some kind of downside.

The only bad thing I could consider happening is a slow applied to the caster for a round or two due to exhaustion, the chances of which could be reduced with focus feats. This slow should also apply to anyone affected by the 'speed boost', without having the benefit of focus feats reducing the chance. Perhaps while the slow is active, the target cannot be affected by another 'speed boost' and is frozen if another friendly time stop is used before that slow is removed, this would include the caster. So for the duration of time stop you can provide your team with a superhaste but when it wears off, they have a chance of being left drained and performing slower than usual.
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i guess if you believe in relativity there is no difference between stopping time and boosting your own speed-BannyD- wrote: you are not, you are super-charging your own speed for a short while to give the effect of 'stopping time'...think of the Freiza DBZ series.

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Oooooo...another good one! That actually makes sense.-BannyD- wrote: The only bad thing I could consider happening is a slow applied to the caster for a round or two due to exhaustion, the chances of which could be reduced with focus feats. This slow should also apply to anyone affected by the 'speed boost', without having the benefit of focus feats reducing the chance.
There was an X-Files episode where these 3 kids got into some kind of time-distortion pool and they could essentially fire off a timestop as a side effect. The problem ended up being that, since they were never meant to move that fast, their bodies started to break down.
The slow makes a lot of sense as a side effect. Depending on the percentage of happenings, that would make it well-balanced even for a team-based timestop. There should be side effects, especially for a caster who's not focused. That's like me picking up a bazooka and trying to use it - I might get it right if I'm lucky, but it's a dangerous tool to use without training.
frogofpeace wrote:And we like to think of the FoN guildhall as cozy - perfect for cuddling up in our snuggies with a hot toddy after a long day of smiting.
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How about we keep the spell and components as is but introduce a stun effect on the caster.
Given that they are trying to affect the space around them it may come back to bite them. Something like 20% chance of stun with a reduction of 5% for each spell foci thus reducing the effect to 5% with Epic Spell Foci
The stun effect could last the duration of the spell so 3 rounds is it?
Given that they are trying to affect the space around them it may come back to bite them. Something like 20% chance of stun with a reduction of 5% for each spell foci thus reducing the effect to 5% with Epic Spell Foci
The stun effect could last the duration of the spell so 3 rounds is it?
Tres Nawt {CLAD}, Tres Baf {CLAD}, Tres Leyana {CLAD}, Tres Q'sara {CLAD}



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That doesn't solve much at all kgb for multiple reasons.
1.) Most people using Time Stop have Epic Spell Focus Transmutation for the express purpose of Time Stop. Therefore, thats a whopping 5% of failure. And even those without focus will have an 80% success rate, which is pretty darn high for no fouc.
2.) All of the teammates will be un-affected by this stun, and they're the stem of the the problem. While the mage is stopping time, its his partners that are bashing the frozen enemies.
1.) Most people using Time Stop have Epic Spell Focus Transmutation for the express purpose of Time Stop. Therefore, thats a whopping 5% of failure. And even those without focus will have an 80% success rate, which is pretty darn high for no fouc.
2.) All of the teammates will be un-affected by this stun, and they're the stem of the the problem. While the mage is stopping time, its his partners that are bashing the frozen enemies.

Apologies there Frice I was assuming TS spell was as intended (caster only) thus everyone including friendlies are affected by the timestop.
I actually thought casters would be reluctant to focus in transmutation given the other benefits in conjuration (summons), evocation (dam output) and necromancy (wail etc). Guess I was wrong
I think 20% is pretty high for a non-focus - it is when i ever play a spellcaster trying to cast in armour
I actually thought casters would be reluctant to focus in transmutation given the other benefits in conjuration (summons), evocation (dam output) and necromancy (wail etc). Guess I was wrong

I think 20% is pretty high for a non-focus - it is when i ever play a spellcaster trying to cast in armour

Tres Nawt {CLAD}, Tres Baf {CLAD}, Tres Leyana {CLAD}, Tres Q'sara {CLAD}



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That made me remember this...-BannyD- wrote:you are not, you are super-charging your own speed for a short while to give the effect of 'stopping time'Blystos Re wrote:I mean, you're *%*$ing with time, people...I feel there should be some kind of downside.

"I can't make anymore new items for 24hours since the box ate my new boots." ~ Mloki


what about.... keep everything the same, EXCEPT: each member of the TS caster's party (in the zone) must also expend a time crystal, if they have none on them, then they freeze just like the enemy/others...
. o O ( A possible addition would be to extend this to anyone else in the zone, if they have a TC on them, then they have a ?10% chance of NOT being effected by the TS (but lose the crystal if they remain unstopped), if they have focus in transmute, that % could be bumped up a bit. )
And then what about SR? and Spell mantles? should those things be incorporated into the mix for TS immunity?
. o O ( A possible addition would be to extend this to anyone else in the zone, if they have a TC on them, then they have a ?10% chance of NOT being effected by the TS (but lose the crystal if they remain unstopped), if they have focus in transmute, that % could be bumped up a bit. )
And then what about SR? and Spell mantles? should those things be incorporated into the mix for TS immunity?
