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COI delay
I know it is like a recurring nightmare...
Could COI delay be added no matter whomever does the detect or the action that triggers the detection?
So people stop coi-spamming.
Thanks.
Also Invis Sb delay raised to 2000 or 3000 would be nice.
https://l1justice.com/lineage/database/skills/60/
Even raising MP cost to 150 instead would help to avoid invis-spammers griefers.
For a better PvP community.
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Re: COI delay
just make coi like current live o.o
can't cast any spells at all - resolves mass teleport coi ganks for those that dont use blind pots
adding cd would be good too o.o
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Re: COI delay
I partially agree. I know it was a thing on live. But honestly it's partially retarded when 1 guy can practically just tap his coi and pots and lead 15 people on a chase. I see it at bosses, at gp, at siege it's a reduction of the use. There's no punishement, if anything it's encouraged because you can use the tactic to run sustaining 5 people's assault and then turn and stun and coi run again.
If there's a way to make eye meat +blind pot allow invis players to be targetable that may also fix the issue. More often than not I live with eye+blind on but I cant target a player to bring them out. My only choice is to immune, then detect and it's a gamble to see what happens where I could just meteor strike them to find out. It would allow knights using eye meat to attempt stun, allow elves to triple.
I don't feel coi was meant to be a 100% free harass tool, if it was only mages should be allowed as they have to expend mana a precious resource and mgems a needed albiet obtainable resource.. .what we have now is people just using the 100's of cois we have and spamming that shit lol...
If it never changes oh well I stand by my current choice, anyone willing to coi spam doesn't deserve the fun of PvP, when you do this to harass I just leave.-Yoshi
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Re: COI delay
Increasing counter detect damage significantly would also be a possible solution to COI spam... think 500 hp or so (after 100 mr mitigation)... someone COI spams 3 times, gets counter detected 3 times, they flop on the next counter detect :p it's funny they put the solution to the problem in the game, but gave it such low damage it didn't solve anything, lol
Twitch.tv/pyroamos, @pyroamos on the twit twatter, pyroamos on youtube pyroamos#6509 on the discords. Also look for me on farmersonly, Christian mingle, ashley madison, cousinsonly, plentyoffish, bumbble, myfreecams & chatterbate.
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Re: COI delay
@PyroAmos actually that's a fantastic idea as long as we can sort out some features.
Firstly, Spartoi's should not be 1 hit with this on TOI 31+ that will lead to exp farming just running the floor looking for detect packs. So it needs to deal reduced damage to mobs.
Second, how about % hp like dice dagger?? Instead of a flat damage. 500 damage at 100mr will destroy and noob 52 mage with invis just running by innocently make it 15-35% max hp same effect. I am thinking something like 18int = 15% damage 35 int = 35% damage and also cant be cast from town to abuse at siege. Maybe even add a 5 second delay to it?
Thirdly, can Charles add an effect to where CDetect won't hit party or BP members without doing a command like -bphit on/off?? This would force enemy bp's to waste resources just as much as you to achieve the same goal.-Yoshi
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Re: COI delay
Don't think detecting sparts would be a big deal, even if they could... my god if someone thought that was more efficient then AOEing 10f or 20f... they got bigger issues, lol.
I do like the %max hp idea though. I don't think you'd need to add a delay on counter detect though, the fact the person has to reinvis themself to get hit by it again is plenty.
Twitch.tv/pyroamos, @pyroamos on the twit twatter, pyroamos on youtube pyroamos#6509 on the discords. Also look for me on farmersonly, Christian mingle, ashley madison, cousinsonly, plentyoffish, bumbble, myfreecams & chatterbate.