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Message ID: 2093
Date: Tue Nov 23 15:31:21 GMT 1999
Author: Brad Leon
Subject: RE: Digest Number 182


*snip*
> Does one bad apple ruin the bunch? Well, some may say no but the reality
> is
> that there are lots of bad apples on racewar. Having charm makes
> enchanters
> on TZ one trick ponies. I have heard more bitching about being charmed
> and
> set on NPCs than any other thing. For those who don't know, if you charm
> someone and set him on a NPC, you can't loot him. So why do it? Because
>
> you don't want to fight the guy? Mez is just as good. Mez him and leave.
*snip*

Well it certainly hurts those of us Enchanters who never used this
tactic. It hurts the enchanters who would charm enemy team members and send
them against on another. But the problems with charm and fear weren't just
children being mean, there were legitimate bugs associated with those
spells. The "good" teams would routinely have an elven caster charm a dark
team member while the shorties and humans could beat on him. Also, when
feared, any character at any level could attack the feared player. I didn't
learn of that until discussion of the nerf came out. If they modified the
spells so that Charmed PC's could only attack other PC's, that would be
fine, because I never sent someone against an NPC (except once I sent a
naked human mage named Belgarsomething against a blue cistern asp in Oasis -
Not a Sand Giant).

Charm was mostly used by the fair enchanters to bring the players
back to teammates for them to destroy. Charm was also a valuable deterrant
from Pkers. If you could threaten them with it, they would leave. Now, my
enchanter could never hope to be alone and hunt. I would need to have
others with me (usually a good idea anyway, but it sucks to feel so
helpless). Solo - Mes and run is all we can do. Only under perfect
circumstances could we go one on one against any other class and survive.
Fear was a great tool for PvP enchanters, because you could have the pet
engaged on them, debuffed so that they were slowed, then feared so that they
ran and the pet kept attacking.

There are too many discussions about what is fair and not fair in
PvP. It's Player vs. Player. And I chose to be an enchanter because I
could charm. You chose to be a druid so you could have SoW, Kite, Teleport,
burn, Charm animals, Turn into a wolf, buff, Heal, give damage shields and
...Man I hate druids! (Just kidding) But my point is that we chose our
classes based on the skills and abilities of those classes. To simply
remove them because others don't think it's fair is wrong. Do I bitch when
a druid snares me and casts DoT and burns the hell out of me while running
at twice my normal speed anyway? No. They can do that. That's what druids
do. If Verant said that snare can no longer be cast on other players how
would you react? You'd be mad, but there are still plenty of other druidic
tools to choose from. Enchanters had Fear and Charm as their two main tools
for solo protection in the PvP environment. Verant refused to take the time
necessary to fix the problems associated with these bugs and found it easier
to nuke a class altogether. That is why we are mad.

*snip*
> There are TONS of tactics you can try for one on one pvp, all of which
> would
> make your opponent mincemeat. Pet, whirl/med cycle comes to mind. With
>
> Mez you have all the time in the world to choose the way to play it.
*snip*

WTYH is viable, but one resist and you're gone. The duration is
also a bit short on this. And the recycle time is long. Give PvP
enchanters old school WTYH and you're talking. Eye of Confusion is our best
PvP spell now. Give us an upgrade to that! To take without giving or
fixing just makes people mad. Can you at least see why the legitimate
enchanters are mad?

*snip*
> Can't survive on Tallon without Charm? We won't miss you.
> Have a sense of fair play and don't be a one trick pony.
*snip*

Absolutely. If that's all you could do as an enchanter, then you
aren't worth the price of a tiny dagger. But if you were a good, skilled
enchanter on PvP, you just had the rug pulled out from under you.
Charm/Fear/Mind control are central aspects to the enchanter class. To
simply remove them is crippling.

Enchanters in a group vs. Group PvP situation are still mighty
adversaries. I'd bet on the group with the enchanter almost every time.
But Solo, we simply do not have the damage dealing ability to kill another
player. With the worst direct damage, worst DoT, and worst pet, we cannot
reduce their hit points. All the high level enchanters can attest to this.
How often does an enchanter over level 30 burn? Not often. We are a
support class that makes our allies much more powerful than they would be
otherwise.

Verant can easily say "Well you knew all this from the start. You
knew that your direct damage spells would take twice as long to cast and
would use more mana and do less damage. You knew that you have one line of
damage over time spells that also takes a significant time to cast for
limited effect. You knew that your pets were uncommandable and often have
less hit points than a giant wasp drone. You knew these things from the
start and still chose your character." True. But we also "knew" that we
had Fear and Charm, but you took them away without warning. You changed the
rules Verant. How can we be expected to remain happy if you constantly
change the rules?

Drexia
Ebon Army
Tallon Zek

with quotes from:

> Orbane 22 Enchanter Fenin Ro
> Daws 34 Druid Tallon Zek
>