From what I understand the area's (maybe not all) are avoidable too. So they kinda act like traps I guess.Are these zones going to show up in future non-Myth Drannor content? Or can we avoid dealing with a bad implementation of my least-favorite tabletop mechanic by simply skipping this expansion and not grouping with wild sorcerers?
Because DDO raids are sooo difficult.Easy solution, Raid leader asks no wild magic in raid. If you happen to be one, then no soup for you ...![]()
Making Wild Magic both powerful, fun and still random is probably completely impossible.
A normal caster being out of the fight for 8 seconds is not game over for the raid in general. If it's a solo healer, maybe - but your healer probably shouldnt be a wild mage with very bad and bad effects enabled, or perhaps shouldn't be standing in a wild magic area of effect. They clarified that these are more akin to traps or mechanics or situational, that have some amount of counterplay available to them.If it happens while you are engaging a pack of monsters or during a boss fight, game over.
But yes, in general I'd agree that the disaster potential of the bad ones and the goodness of the good ones are not aligned as they were set out initially and they've gotten a lot of feedback along those lines.
Yep, hope they acknowledge that to an extent. Thankfully, wild mages can avoid those results if they put in the points and others should only be susceptible to them if they make a mistake (supposedly) so that's kind of the counterargument from the Devs PoV by the looks of it. I suppose only time will tell what the end result will be in practice. I hope the absolutely awful results aren't forced on you combined with a complex raid mechanic or something of the sort, or pushing/doing those could end up being absolutely awful in the long run. Do read the fine print at the bottom of the post that was clarified by Torc at a later date (or check it from Staff Tracker).Depending on the situation it absolutely can spell game over, just depends, but that was my point. The bad stuff has the potential to end you while the good stuff is mild at best. This isn't the only time this kind of unbalanced design has shown up before.
I hope the absolutely awful results aren't forced on you combined with a complex raid mechanic or something of the sort, or pushing/doing those could end up being absolutely awful in the long run. Do read the fine print at the bottom of the post that was clarified by Torc at a later date (or check it from Staff Tracker).
Would it be possible for Wild Sorcerer and Wild Magic Zones (or specific quests/raids) to pull from partially different wild magic surge effect pools?We are doing Wild magic!
Summary: Wild magic is a chaotic force that can be harnessed by some spell casters or appears as an environmental effect that can be found where an extremely powerful magical event occurred. The casting of spells as a wild mage or in a wild magic zone has a random chance to cause a Wild Magic Surge.
Seeing as how sorcerers are the only ones that can prevent bad and very bad effects in wild magic zones, this seems like the worst solution possible.LFG posted, running quests R4-R6, no sorcs allowed.
This is the future!
What exactly is it you think wild mages are going to be able to do to other players? Obviously, most of them will have the bad and very bad effects disabled (since that is pretty much a must have enhancement for anyone playing a wild mage), but even if they don't, are there any specific effects you are aware of they can do that will be bad for your party, or are you just imagining that such things will exist?Because grievers are grievers and they will lie for the opportunity to enjoy their moment of causing others grief.
The LFM’s will block out this opportunity
Of course if you are running with known friends there may be some leeway, but even i have friends that use the Oops excuse and i would not trust them with a wild mage sorc.
The post was from the first release on lammania, i thought the negative effects could impact other group members but from what i have read since then there is no possible negative effects to grieve other players in the party. So as long as this holds true wild mage sorcs are no different than regular sorcs as far as my concerns go.What exactly is it you think wild mages are going to be able to do to other players? Obviously, most of them will have the bad and very bad effects disabled (since that is pretty much a must have enhancement for anyone playing a wild mage), but even if they don't, are there any specific effects you are aware of they can do that will be bad for your party, or are you just imagining that such things will exist?
read rule #3. course they could violate their own rules but these bad/very bad are caster only and probably will stay that way for anti-griefing purposes. Anyways, back to killing vengeance reapers first to kill tanks.The post was from the first release on lammania, i thought the negative effects could impact other group members but from what i have read since then there is no possible negative effects to grieve other players in the party. So as long as this holds true wild mage sorcs are no different than regular sorcs as far as my concerns go.
But if this were to change, then the sorc ban would go into effect immediately and if most of the population dont follow suit and do the same we will see more grieving techniques added to the game in the future.
Anyone else expect cartoon "eggplants", a flashing neon sign, or something else we can't disable? We already have forehead-sausage-detectionYou will get a VFX/Sound warning a few seconds before you character becomes "hot" with a wild surge on your next cast, that will indicate...
Well, occasionally people drop your group in a mood because enders was killing them, but yes, overall it isn't much of a problem. Enders, however, heals the party for 1000 or more hp very frequently. It is extremely useful in exchange for its potential negative (and completely avoidable) side effect. Wild mage surges currently are not nearly as useful as enders for the risk they cause (though I am perfectly okay with the wild mage risks currently). That said, I think there should be way more upside to wild mages and it would be wise to have way more of the positive effects do huge bonuses to the wild mage's companions to keep people like The Narc from wanting to ban them from his groups.People are grossly overemphasizing how negative effects will be discriminated against. My sorc currently kills on average one other player character per dungeon with Enders, and no one freaks out about it.
If Wild Mage increases that to two persons per dungeon, I think it would be pushing it, but if it was only one other person per dungeon it would be ok.