Post:Halt v. Stun Foe - 9/10/2009 - 16:07:44

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Re: Halt v. Stun Foe · on 9/10/2009 4:07:44 PM 3047
Madigan, I believe we clearly stated there is one soul hit. And it's much less. You don't get a soul hit each time for Halting somebody, then Stunning them, then Halting them, then attacking them. If you attack somebody who's already stunned by somebody else, AND it's your first time, you take a bigger penalty that is still considerably less than the penalty you already would have taken.

You're coming out considerably ahead here (especially if you're honestly worried about real PvP), unless for some reason you like running around Halting a bunch of people without doing anything afterward. If you do like doing this, you're going to end up behind. If this means you want a spell that isn't effective as a combat disabler but still is effective at stopping somebody from attacking you (such as a single target calm) so you have something to cast that isn't soul-hit worthy, there's room to pursue that option.

I think part of the problem is you aren't really paying attention and you want to view things through the lens of 'it sucks for Paladins because everything always sucks for Paladins'. This is not going to be healthy. It also creates a pervasive 'why bother even attempting to help Paladins because they'll just hate everything' attitude among staff members, which is one of those obnoxiously pernicious things because it has the potential to create self-perpetuating cycles.

There is a 'first strike' code that applies to everyone (not just Paladins). The main difference is that it ties in a Soul Hit when paladins do it, but everyone is subject to it and among other things it helps GMs determine who swung first against who. Paladins would get a soul hit if they cast Mental Blast or Petrifying Vision or Phelim's Sanction or anything, simply because that's how the system works.

There's no regression here, there's the problem that Halt was flagged as basically an 'unoffensive' spell and so defensive barriers and stuff didn't work against it. Now that that's gone it falls under the same code everything else does.

There's no desire to 'oh we give Paladins a bonus so we have to penalize them now'. There was a 'hey fixing this in Halt is going to make things kind of suck so maybe we kind of ought to revisit how nasty soul hits are'.

-Z

This message was originally posted in The Paladins (30) \ Responses to GM/Official Announcements (2), by DR-ZEYURN on the play.net forums.