#Fix enemy take no damage while in "tele-lock" state
9 messages · Page 1 of 1 (latest)
Its not Bug, its feature. Its supposed to stop them, not completly make them die and not being able to do anything
Plus game is designed mostly for evading them in first place
would love to see this fixed, really frustrating freezing an enemy and having to sit there waiting for it to expire to be able to do anything. makes the spell feel kinda useless. it's definitely an "okay, now what?" moment that prevents players from having varied playstyles. if players wanna play aggressively, let them fight monsters using this as a tool. if players want to evade them, allow them to just freeze them and run off.
its supposed to let you run away, or set traps while it's locked
(example: setting ignis booms around the enemy while they're locked then running away)
i think you misunderstand, i'm not saying you can't use it like that, i'm saying it's design appears flawed if this is intentional. being half-baked supporting only X playstyles objectively made by a weird means of justifying it. you would think in an spell casting game with arsenals that likes to take advantage of using combinations of spells that you can actually use them. if it was designed only with that in mind rather than a more broad picture, it's rather poorly designed isn't it? enemies not taking knockback makes sense if they're LOCKED into place, the ability to transform them, damage them, inflict status effects onto them should exist while locked. If the spell were designed in a more broad sense, would it not be smarter to create a spell that freezes something into an ice cube and attacks don't work because they slip off of the ice if it's a "by design" means of preventing user freedom? in every group I have ever played this game with, the same consensus of the tele-lock spell being borderline completely useless in actual use rather than theoretical use has been completely worthless. especially since there's plenty of other spells in the game that render enemies unable to do anything, i.e. turning them into fish
it always creates a weird pause in the game where people just have to wait the enemy to unlock itself. maybe it functions better in solo play, however, each group I play with just sits there and waits around for the enemy to unlock to then begin fighting it.
i trust that the developers don't want to restrict user and group playstyles for some nonsensical balancing. it feels more like an oversight than a balancing decision.
(that's... fair, honestly.)
I get that how it blocks aggressive playstyles, and that's understandable, but it's not completely useless. Tele lock is also able to lock doors (from what I've read on websites), which still promotes a fleeing playstyle.
If you choose the Telekinesis wand with evasion in mind, you'll enjoy tele lock, while if you buy the 1/2 utility, 1/2 combat wand while focusing directly on combat and aggressiveness, your not gonna get the full use of telelock unless you use it smartly. (setting traps with ignis boom and achoos and all that)
If you party is aggressive and you telelock an enemy, then they have a chance to set traps and stuff, (like I've mentioned before) so they can still be aggressive.
With my personal take on this thread, I feel that adding this would be a good decision, and that if they were to add it, they might need to add a damage deduction (0.75x, 0.50x, or something like that) while it's locked, due to balancing.
Because this game isn't about absolutely stomping monsters into oblivion, (it could be, but that's not a main goal) it's about vandalizing, getting points while surviving, and having fun, and while most spells are about that, while having a alternative use against monsters.
You're not supposed to be destroying monsters left and right, because it needs to take smarts, planning, or teamwork. Being able to use 2 wands alone (Telekinesis & Grotesque) to trap a monster and fishify it just to throw it off the edge and instantly kill it, is pretty OP if you think about it, so while I'd enjoy this being added, i feel it would need restrictions.
-# (I apologize if this reply felt like an argument or something like that, I did not mean to make it seem that way, and while I definitely agree with you, I was just providing my own opinion.)
I've never really typed that much wow lol
oh I never interpreted it as an argument, I only interpreted it as a reason against opening it's utility, don't worry. I think it's a good spell and the concept is there, however, functioning in tandem with the other tools in the arsenal would be even greater. Some simple balancing of damage reduction while locked I think is the best route to go with it, or the larger the foe the shorter duration it gets locked for. My groups loves fighting the enemies, using spells and vandalizing is fun, but being able to engage in goofy and chaotic combat scenarios is the life blood of funny moments and interactions for us. It's hilarious missing spells and turning your friend into a fish to get smacked across the room a second later just for another 100 points. I think it's concept is great, I think it's implementation is lacking in context with everything else the game has. point being that it just takes away player freedom a lot more than I think originally intended.