U68 Preview 1: Wild Magic & Surges General Info

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Cordovan

Community Manager
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EinarMal

Well-known member

This is what I read
  1. Bad or Very Bad negative effects ONLY affect the caster but Good/Very Good effects will sometimes apply to allies/party members

I said I could cast a spell and kill myself in R10 with a lightning strike. OR be essentially out of action for 8s. Sounds terrible to me.

Good luck when your raid healer turns into a rat.
 

Sarlona Raiding

Well-known member
I said I could cast a spell and kill myself in R10 with a lightning strike. OR be essentially out of action for 8s. Sounds terrible to me.

Good luck when your raid healer turns into a rat.

The description is clear that it shouldn't negatively impact allies. If it's not working that way perhaps bug report it.
 

nix

Well-known member
Is an SLA a spell for these purposes?
If cast by an otherwise non caster?
What about runearms? Will these be deemed spells?
Proc effects from weapons?
Ye gods, what a menagerie
 

woq

Well-known member
How common will these wild magic areas be in Myth Drannor quests and how are the wild magic areas applied?

Will they be quest wide, area wide, or perhaps tied to moving circles or specific rooms / spheres, rotating effects, etc in zones? Perhaps something that is applied to everyone if they tank a raid mechanic, but not omnipresent through every quest and the full raid (should there be one)?
 

Torc

Systems Developer
I don't think you read, wild magic areas are going to impact ALL CASTERS.
Just to clarify, while Myth Drannor is still in development, most wild magic zones you should encounter will be visible, and avoidable or manageable through some mechanic.

Wild mages can make surges pretty much a 100% benefit, but for everyone else It's just dungeon mechanic, like lava, electric floors, heavy gravity volumes, etc. so it is suppose to be dangerous. Once the content hits preview everyone can gauge that risk a bit more effectively. Then you'll know your chances of being turned into a giant or a potted plant (we didn't do that last one actually....yet.....)

I think you'll find it on the mild side of some of the things you can run into in DDO.

-T
 

woq

Well-known member
Just to clarify, while Myth Drannor is still in development, most wild magic zones you should encounter will be visible, and avoidable or manageable through some mechanic.

Wild mages can make surges pretty much a 100% benefit, but for everyone else It's just dungeon mechanic, like lava, electric floors, heavy gravity volumes, etc. so it is suppose to be dangerous. Once the content hits preview everyone can gauge that risk a bit more effectively. Then you'll know your chances of being turned into a giant or a potted plant (we didn't do that last one actually....yet.....)

I think you'll find it on the mild side of some of the things you can run into in DDO.

-T
This was the important information! Thank you
 

Sarlona Raiding

Well-known member
Just to clarify, while Myth Drannor is still in development, most wild magic zones you should encounter will be visible, and avoidable or manageable through some mechanic.

Wild mages can make surges pretty much a 100% benefit, but for everyone else It's just dungeon mechanic, like lava, electric floors, heavy gravity volumes, etc. so it is suppose to be dangerous. Once the content hits preview everyone can gauge that risk a bit more effectively. Then you'll know your chances of being turned into a giant or a potted plant (we didn't do that last one actually....yet.....)

I think you'll find it on the mild side of some of the things you can run into in DDO.

-T
Thank you for clarifying, that is exactly how I read it as well. It's kind of like the end fight in Toxic Treatment. You avoid the zones that might harm you.
 

Indyanna

Well-known member
Just to clarify, while Myth Drannor is still in development, most wild magic zones you should encounter will be visible, and avoidable or manageable through some mechanic.

Wild mages can make surges pretty much a 100% benefit, but for everyone else It's just dungeon mechanic, like lava, electric floors, heavy gravity volumes, etc. so it is suppose to be dangerous. Once the content hits preview everyone can gauge that risk a bit more effectively. Then you'll know your chances of being turned into a giant or a potted plant (we didn't do that last one actually....yet.....)

I think you'll find it on the mild side of some of the things you can run into in DDO.

-T
Good to know!

but also....CAN we have it possibly turn people into a potted plant?
 

Baahb3

Well-known member
Wait a sec...Do you mean that it is wrong to have situations in D&D and DDO that can actually kill you?

If I ever had a DM that told me 'Everyone will survive this adventure, although it may be challenging'. I would leave said group immediately.

If there is no chance of death (even if from a wild surge); WHY are you playing this game?
Deaths in my PnP campaigns come from player mistakes or not planning ahead correctly. It does not happen because of some random uncontrollable effect forced upon you by the little guy in red robes.

There is a reason why I never use things like the Rod of Wonder, or the Deck of Many Things. Uncontrolled randomness sucks.
 

Balegdah

Well-known member
If spell absorb could work on these random effects, for the "gamer" challenged, that would be swell. Or even limit some of the rando effects to dungeon difficulty, that way casuals wont get .. um... "potted"

<3
 

Eme

Well-known member
Then you'll know your chances of being turned into a giant or a potted plant (we didn't do that last one actually....yet.....)

I think you'll find it on the mild side of some of the things you can run into in DDO.
here's hoping ! :D

would love to see this added:

49-50You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

And make it so the chat window doesn't send text messages from whoever it is on, but short lived pink bubbles float out of the chat UI window then pop instead replacing any text they might have said ( hi= 2 bubbles,, hello = 5 bubbles, etc ) ......as well as from the toon's mouth
 

ShawnVW

Active member
Unicorn! - You summon a powerful unicorn ally who will fight by your side for 30 seconds. This creature has an aura that heals and buffs. (aura not in this build and unicorn is a little more keen on stabbing faces then helping friends as of yet.)​

There are times when this would be Very Bad. Specifically, times when you don't want to aggro nearby NPCs (you're trying to stealth, you have the option to parley instead, etc.).

Either a) Make the Unicorn like the Forcefield Generator: Provides protection but doesn't attack, and is ignored by enemies, OR b) give it a Hireling hotbar so the user can put it Passive or Defensive mode
 

ShawnVW

Active member
I agree with Falkor: There's a chance your character won't be allowed into PUGs because of the possibility of random effects.

Getting nuked by your own lightning bolt is one thing, but if you're the party healer, (or more likely, repair-bot), your removal affects the other party members.
 
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