DoTs and Doors (and levers)

rabidfox

The People's Champion
DoTs interrupting stuff has been a long standing issue, but all the DoTs in Myth Drannor has made it extra obvious how annoying it is. The amount of times I'm dotted and have to wait to pull a lever or open a door feels frequent in the new quests. It's annoying that I'll constantly get interrupted and it forces to me to just twiddle my thumbs waiting. Let us open doors and pull the levers (or whatever) without the interruptions that kill the flow of the gameplay.
 
Upvote 31

Bjond

Well-known member
IMHO, you should not have a "progress bar action" interrupted without a concentration check.

FYI, concentration current only has a fail chance when 10xCon-180 < Damage (for L9 spells). Assuming all chars have at least 50 concentration at cap, it implies damage under ~320 should always be ignored and perhaps a lot more than that if invested.
 

Drunken.dx

Well-known member
Are you sure about that? I need to test that.
Or better on which slow does it work? The spell, I guess.

Cheers,
Titus
I think only slow spell.
ran Tear of Dhakaan other day and casters put slow on my toon multiple times (minute and up duration) and potion of remove paralysis removed it.

I don't think I saw that potion work on any other slow effect.
 

Vox

Well-known member
Right. And Haste no longer cancels Slow, either. IS there a way to get rid of Slow?

What. When was this change implemented?

SSG shifting the game roots again? I guess next we'll have cure spells not removing damage
 

Visik

Well-known member
What. When was this change implemented?

SSG shifting the game roots again? I guess next we'll have cure spells not removing damage
Honestly couldn't say. I never saw anything official on it. I just know that a few lives back, I tried to remove a Slow effect with a Haste pot and it didn't work. I guess it's possible that the Haste spell could still do it, though that doesn't really make any sense. Just not sure I've tested for that.
 

Drunken.dx

Well-known member
Honestly couldn't say. I never saw anything official on it. I just know that a few lives back, I tried to remove a Slow effect with a Haste pot and it didn't work. I guess it's possible that the Haste spell could still do it, though that doesn't really make any sense. Just not sure I've tested for that.
Was is slow spell or slow effect?

AFAIK none of the slow effects are removable while slow spell is (main difference is that slow spell lasts longer)
 

Biggdaddy

Well-known member
DOT's should expire when the caster of said DOT dies. When you're the only rogue in the party, the game can come to a standstill waiting for the DOT to unlock or open something.
 

Xgya

Well-known member
DOT's should expire when the caster of said DOT dies. When you're the only rogue in the party, the game can come to a standstill waiting for the DOT to unlock or open something.
I love this idea, but also think it would remove a bit too much of the threat from DoTs.
Remove all DoTs from everyone once out of combat instead. (the same time you start getting full healing in Reaper again)
It gives them a few more seconds to kill you while making the door opening potentially less of a hassle.
 

Visik

Well-known member
DOT's should expire when the caster of said DOT dies. When you're the only rogue in the party, the game can come to a standstill waiting for the DOT to unlock or open something.
I definitely don't agree to this. DoT's shouldn't expire until their time runs out.

It's not the DoTs that are the problem, it's the DoTs interrupting things.. particularly for up to a minute after combat has ended.
 

Bjond

Well-known member
the problem, it's the DoTs interrupting things.. particularly for up to a minute after combat has ended.
The problem is that there's no concentration check on the interrupt as there should be per D&D rules. A 1 HP DoT tickle will always interrupt. It should require a DoT smack.
 

Biggdaddy

Well-known member
I don't play casters much, but it seems like when I do, I cast a DOT on an enemy, when I die, the DOT I cast goes away. The same should apply to DOT's cast on me (or a PC).

Maybe someone who plays casters better than I (which is almost everyone :LOL: ) can verify.
 

Ignition

Member
The way I would fix this would be you only get your action interrupted if the damage taken is more than 10% of your max hp.
 

Bjond

Well-known member
I don't play casters much, but it seems like when I do, I cast a DOT on an enemy, when I die, the DOT I cast goes away. The same should apply to DOT's cast on me (or a PC).

Maybe someone who plays casters better than I (which is almost everyone :LOL: ) can verify.
We've seen DOTs kill a raid boss a fair bit after a full raid wipe. These may be proc effects rather than spells, though -- most direct cast spell dots don't last long.
 

Visik

Well-known member
I don't play casters much, but it seems like when I do, I cast a DOT on an enemy, when I die, the DOT I cast goes away. The same should apply to DOT's cast on me (or a PC).

Maybe someone who plays casters better than I (which is almost everyone :LOL: ) can verify.
No.. DoTs don't go away when you die. AoEs do, but not DoTs.
 

Smokewolf

An Excited Member
DoTs interrupting stuff has been a long standing issue, but all the DoTs in Myth Drannor has made it extra obvious how annoying it is. The amount of times I'm dotted and have to wait to pull a lever or open a door feels frequent in the new quests. It's annoying that I'll constantly get interrupted and it forces to me to just twiddle my thumbs waiting. Let us open doors and pull the levers (or whatever) without the interruptions that kill the flow of the gameplay.
This and the loots drops being what they are is why I dont really play MD.
 
Top