Anisu2006-06-01 00:25:10
QUOTE(daganev @ Jun 1 2006, 02:21 AM) 292747
Lets go over the concept of statistics. I'll try to make a little diagram.
X-1-2-3-4-5
X is the center of the demense, 1- 5 are rooms that far away from the demense.
Each time Currents hits, it can go either closer or further away from the center. So lets make up some numbers...
When you are in Room X, Currents hits ever 5 seconds.
When you are in Room 1, Currents hits ever 4 seconds.
When you are in Room 2, Currents hits ever 3 seconds.
When you are in Room 3, Currents hits ever 2 seconds.
When you are in Room 4, Currents hits ever 1 second.
When you are in Room 5, Currents hits ever .5 seconds.
The further away you are from the center, the more likely you are to be tossed towards the center over a given period of time. If you are sent away from the center, then you get hit more often, untill you get closer to the center. As you try to run away, it just increases the chances of you getting sent closer. so yes it is techincally random, but over time, it will pull you towards the center, and whirlpool will beckon you exactly to the center.
I belive thats what the skills was designed to do, and it makes sense. However, that has always been the case, guards or no guards. However before, the aquamancer just used Demense summon specifically, since it was more reliable and predictable.
currents don't toss towards the center, they just toss randomly, I had people tossed out of the pool of stars after I summoned them. It may seem very powerfull if you focus only on Celestia (since you don't really have many places to be tossed to) but in other situations it's not that good.
(also you may love to hear that there is an envoy suggestion to make currents only hit one person a tick.)
Daganev2006-06-01 00:31:21
Yes, we know it tosses randomly... I wrote that in the post actually. You can either get sent closer or further away. However, because the futher away you are the more often it happens, means that over time you will be pulled towards the center. Its a statisitical concept that I don't know the name of because I neve took a class in it.. something about regression to the mean.
Anway.. Ferlas, why can't a group of people take out the guards? Thats what raiding use to mean, destroying guards and leaving.
Anway.. Ferlas, why can't a group of people take out the guards? Thats what raiding use to mean, destroying guards and leaving.
ferlas2006-06-01 00:33:14
How many people do you know can tank and fight 5 defenders and guards daganev? Fair enough you want to put a limit on the number of guards up there so it isnt an insta win against any group, maby only allow 10 or 15 or so guards enough to stop one person easily getting up but it wont stop a group that easily.
Daganev2006-06-01 00:42:06
QUOTE(ferlas @ May 31 2006, 05:33 PM) 292755
How many people do you know can tank and fight 5 defenders and guards daganev? Fair enough you want to put a limit on the number of guards up there so it isnt an insta win against any group, maby only allow 10 or 15 or so guards enough to stop one person easily getting up but it wont stop a group that easily.
Our loley ragtag group of ebonguard once sent in 5 people to kill off 15 gaurds. We all died in the end, but we killed all the guards. This was 5 inexperienced warriors. I am sure if we were not so inexpeirenced, and planned it better we could have gotten out safely.
If you have one team working on the guards, and one team working on the supernals/angels it would divide up the defenders. You shouldn't be able to take over the cosmic planes with just a small group anyways.
however, a limit on the number of guards won't make too much sense because you can always just summon more guards as the first group dies.
It sounds to me though, like a group of Geomancers (i.e. Ashteru, Ferlas, Murphy)are using tactics that worked with other classes but may not work as a mage. I am sure you will find a way to work around it. Magnagora always has.
Can anyone who knows what I'm talkign about, with more chances of being thrown the further away you are means eventually you will hit the center, explain it better or draw a diagram?
Anisu2006-06-01 00:43:22
QUOTE(daganev @ Jun 1 2006, 02:31 AM) 292753
Yes, we know it tosses randomly... I wrote that in the post actually. You can either get sent closer or further away. However, because the futher away you are the more often it happens, means that over time you will be pulled towards the center. Its a statisitical concept that I don't know the name of because I neve took a class in it.. something about regression to the mean.
Anway.. Ferlas, why can't a group of people take out the guards? Thats what raiding use to mean, destroying guards and leaving.
no essentially raiding now means you keep watching eachoter with the random trying to summon, because the moment you charge you'll get thunderclapped.
also in chance, wouldn't you if you had
1 - 2 - 3 - 4 - 5
and you are in 3, you'd have a 1/2 chance to be thrown to 2 and a 1/2 chance to be thrown to 4
and then once again a 1/2 chance to be thrown back and a 1/2 chance to be thrown further away from your original starting point
so you could end up just being tossed between a few rooms, or being tossed the other way, or straight into the pool. the speed of tossing just gets increased in 5, not the chance of what room you'll be tossed to.
Or atleast that are the statistics I can make up from it, it's a bit to late for me to seriously consider math problems.
Daganev2006-06-01 00:55:17
If I flip a coin 5 times am I more or less likely to get heads atleast once than if I flip the coin 2 times?
ferlas2006-06-01 00:57:11
QUOTE(daganev @ Jun 1 2006, 01:42 AM) 292759
Our loley ragtag group of ebonguard once sent in 5 people to kill off 15 gaurds. We all died in the end, but we killed all the guards. This was 5 inexperienced warriors. I am sure if we were not so inexpeirenced, and planned it better we could have gotten out safely.
Incorrect, it wasnt an ebonguard group that raided celest there was every member of the commune there and it was 5 gloms vs 5 guards, I was there daganev.
EDIT: It was 5 at the portal room, and the plan was to kill them then leave, we killed them then two ebonguards one of which was you got killed and I and a druid escaped, I cant remember if the third person died or not.
QUOTE
no essentially raiding now means you keep watching eachoter with the random trying to summon, because the moment you charge you'll get thunderclapped.
Exactly its pretty stale, team A sit at guards try to summon, Team A try to summon off guards.
The thunderclap is getting fixed, the guards arnt which is why I thought of this remove the guards and you remove the entire barrier of lets sit here and do nothing but summon.
And screw the maths, if theres a chance its going to happen its going to happen your going to summon people on to guards eventually if you keep trying.
Just think of the general idea of it.
Daganev2006-06-01 01:00:20
QUOTE(ferlas @ May 31 2006, 05:57 PM) 292767
Incorrect, it wasnt an ebonguard group that raided celest there was every member of the commune there and it was 5 gloms vs 5 guards, I was there daganev.
Maybe you are right, but I only seem to remember to talking over the guild about it, because Shikari was asking me if the Ebongaurd were willing to raid if they had to.
It wasn't one of my most sane moments, and I sort of assumed Celest would have more than 5 guards at the pool, and we killed one guard for each of our guards that were killed, and normally thats also more than 5.
ferlas2006-06-01 01:07:26
QUOTE(daganev @ Jun 1 2006, 02:00 AM) 292768
Maybe you are right, but I only seem to remember to talking over the guild about it, because Shikari was asking me if the Ebongaurd were willing to raid if they had to.
It wasn't one of my most sane moments, and I sort of assumed Celest would have more than 5 guards at the pool, and we killed one guard for each of our guards that were killed, and normally thats also more than 5.
Viravan got prissy that our guards were killed and ranted with shikari for us to do something, 5 glom guards were killed by triden at our portals so we killed 5 which was pretty good considering all of celest and half of serenwilde turned up to stop us practically after the first hit. I know me and a druid escaped the celests shouted some stuff about oh hajamin thanks you for your essense daganev and someone, then shikari shouts it was a plan 5 glom guards were killed by celest so 5 of celests guards died, then virvain said its ok to keep your head just bash it instead so you got someone to put up rebounding and brashbashed yourself. Then celest shouted some people lol silly daganev you killed yourself comments which everyone ignored. I got a high favour for being there and thats what happened if you cant remember exactly.
I specifically remember him saying dont kill more than 5
Daganev2006-06-01 01:20:59
QUOTE(ferlas @ May 31 2006, 06:07 PM) 292770
Viravan got prissy that our guards were killed and ranted with shikari for us to do something, 5 glom guards were killed by triden at our portals so we killed 5 which was pretty good considering all of celest and half of serenwilde turned up to stop us practically after the first hit. I know me and a druid escaped the celests shouted some stuff about oh hajamin thanks you for your essense daganev and someone, then shikari shouts it was a plan 5 glom guards were killed by celest so 5 of celests guards died, then virvain said its ok to keep your head just bash it instead so you got someone to put up rebounding and brashbashed yourself. Then celest shouted some people lol silly daganev you killed yourself comments which everyone ignored. I got a high favour for being there and thats what happened if you cant remember exactly.
I specifically remember him saying dont kill more than 5
Ahh yes, it all comes back now. I was quite out of it that day/night. Thats when I lost the accent and talked to adracunin about becoming GM.
Murphy2006-06-01 01:23:47
That thing about currents is ENTIERLEY not true.
2 rooms away from the centre of demesne, in UNDER 4 SECONDS i'm tossed twice, right into the centre. Happens every single time from my experience.
2 rooms away from the centre of demesne, in UNDER 4 SECONDS i'm tossed twice, right into the centre. Happens every single time from my experience.
Daganev2006-06-01 01:25:32
2 rooms away sounds like its every 2 seconds. 3 rooms away is probably 1.75 seconds, or maybe even every second....
Anisu2006-06-01 01:30:18
QUOTE(daganev @ Jun 1 2006, 02:55 AM) 292766
If I flip a coin 5 times am I more or less likely to get heads atleast once than if I flip the coin 2 times?
more acurate is if I flip it 5 times howmany chances that I have 3 times head. Each toss doesn't effect the other.
Ferlas:
demesne summon is gone, so we can't summon your mage instantly so they can forcetaint. Takes care of currents. Now with thunderclap gone and enough on the defending side to make a difference (one person against an army would be a foolish notion for example) that team would run out to protect their demesne.
the defending team won't be halfed by a thunderclap, and so it all ends with fighting a bit.
Do realise raiding is supposed to be hard, you are entering deep into a controlled territory.
Acrune2006-06-01 01:31:32
You people are funny. Right now all I'm hearing is "raiding isn't easy enough, NERF!". Seriously. If currents is a pain, just break the damn demesne.
Anisu2006-06-01 01:32:40
QUOTE(Murphy @ Jun 1 2006, 03:23 AM) 292780
That thing about currents is ENTIERLEY not true.
2 rooms away from the centre of demesne, in UNDER 4 SECONDS i'm tossed twice, right into the centre. Happens every single time from my experience.
funny, I accually resist most tosses, and how would you explain people being tossed out of the pool then?
Anisu2006-06-01 01:54:00
Test zone: inner sea
I added needlerain because it wasn't hitting me at all before that
I throws me around in the main area of the sea, but once I go near another area, I do not get tossed at all
Violent rain slams into your skin so hard that they hit you like hot needles.
3447h, 4688m, 5321e, 10p esSlrxk-
A high wave suddenly rolls in.
3447h, 4688m, 5321e, 10p esSlrxk-
A high wave suddenly rolls in.
3447h, 4688m, 5321e, 10p esSlrxk-
Myna ponders for a moment and says "Hrm..."
3447h, 4688m, 5321e, 10p esSlrxk-
A high wave suddenly rolls in.
3447h, 4688m, 5321e, 10p esSlrxk-
Myna Tregon says, "What's that."
3447h, 4688m, 5321e, 10p esSlrxk-
Luciden has been slain in the Midnight Coliseum by Elicitor of Excruciation, Trasse d'Murani.
3447h, 4688m, 5321e, 10p esSlrxk-
A high wave suddenly rolls in.
--/03:42:53.949/ }l
The Inner Sea.
The bright sun shines down, blanketing you with its life-giving warmth. The ocean swells and rises, sometimes cresting with white foam. Rife with seaweed and plant life, the salty waters are crystal blue, a sparkling azure landscape that stretches
out as far to the north, south and east as the eye can see. Though the waters are relatively warm, a dangerous undertow can be felt lurking beneath the surface. Like points on a kings crown, the majestic towers of New Celest poke up over the city
walls, and beckon you into the harbour. Myna Tregon is here, shrouded. She wields a coral staff in her left hand.
You see exits leading east and west.
--/03:43:03.824/
A high wave suddenly rolls in.
--/03:43:03.980/
A high wave suddenly rolls in.
--/03:43:14.121/
A high wave suddenly rolls in.
--/03:43:24.340/
A high wave suddenly rolls in.
--/03:43:34.340/
A high wave suddenly rolls in.
--/03:43:44.340/
fear the overpoweredness of currents
Though I concede it takes you to the center at all times, but it does not take you over the treshold into a new area
added test, turgeis' demesne on celestia
The Valley of Blissful Rapture.
A rhythmic thrumming saturates the area, drawing attention to a war shrine of Terentia nearby. This location is flooded with deep, crystal blue water. At the base of the valley, the canopies of the forest climb high overhead, sheltering all who walk
beneath it. A swift brook snakes through the valley floor, its banks blooming with vibrant wildflowers. The valley exudes an amazing feeling of comfort, the air within full of cool moisture. All along its floor, many varieties of soft lichens grow,
squishing under foot. Huge leaves grow on the numerous bushes throughout the area, pools of dew collecting on each of them. The rainforest valley continues deeper to the northeast and to the northwest, spidery vines hanging from the canopy above in
either direction. The fossilized remains of Rhona are here. Hovering in the air, a seraphic angel warms the surroundings with his inner light. There are 2 divine devas here. There are 2 beatific cherubs here. Frobellon, the Celestial Groom, shades
his eyes as he stares off into the sky above.
You see exits leading northeast, south, and northwest.
--/03:52:23.840/
You have recovered balance on all limbs.
--/03:52:24.058/
A high wave suddenly rolls in.
You are dragged off against your will by the rolling wave, and you find yourself tumbling in the water.
The sands of Celestia.
A rhythmic thrumming saturates the area, drawing attention to a war shrine of Terentia nearby. This location is flooded with deep, crystal blue water. The white sands begin to linger here, as the desert begins to descend into a wide valley. The green
flora to the north is vivid and beautiful, a wide array of different plant life. The sounds of valley creatures teeming with life are heard all around the valley, as the path descends into it. Fragile orchids and other rare flowers begin to replace
the tough flowers of the desert along the shoulders of the path. An obsidian eye sigil is here.
You see exits leading north, southeast, south, and southwest.
--/03:52:28.168/
A beatific cherub flitters in from the north and circles overhead.
--/03:52:28.965/
The strong currents of the whirling waters pull at you.
The currents pull you out to the south.
Pool of Stars.
This location is flooded with deep, crystal blue water. Soft, flowing sands surround the Pool of Stars, pale as freshly fallen snow. A lonely desert palm grows beside the pool, casting shadows upon its magical waters. Small indigenous rocks are
scattered around the base of the pool, glistening with flecks of mica and quartz. A powerful aura of peace and tranquility hangs in the air here, penetrating the soul of any traveller who passes through. Beside the pool, a creosote bush blooming in
beautiful yellow flowers grows. Inside the bush, a nest of desert insects chirps, filling the peaceful locale with the sound of life. An enormously wide circular pool, as dark as the night sky, glitters softly under the luminous sky. A white marble
gravestone stands vigil here, memorializing the death of some poor soul. There are 10 archon of Eternal Lights here. There are 10 cavalier of the Lights here. A white marble gravestone stands vigil here, memorializing the death of some poor soul. A
white marble gravestone stands vigil here, memorializing the death of some poor soul. An imposing sword of radiant white metal has been driven deep into the ground in a silent statement of intent. Shric frowns deeply, lines creasing his forehead. He
wields a shining star-emblazoned broadsword in each hand. Ocean's Storm, Turgeis Fal'mier, The Abecedarian is here, shrouded. He wields a coral staff in his left hand and a shimmering bubble shield in his right. Shaeden is here, rubbing his chin
thoughtfully.
You see exits leading north, east, south, and west.
--/03:52:29.621/
did it a few times, and each time the bolded part preceded the being thrown.
I added needlerain because it wasn't hitting me at all before that
I throws me around in the main area of the sea, but once I go near another area, I do not get tossed at all
Violent rain slams into your skin so hard that they hit you like hot needles.
3447h, 4688m, 5321e, 10p esSlrxk-
A high wave suddenly rolls in.
3447h, 4688m, 5321e, 10p esSlrxk-
A high wave suddenly rolls in.
3447h, 4688m, 5321e, 10p esSlrxk-
Myna ponders for a moment and says "Hrm..."
3447h, 4688m, 5321e, 10p esSlrxk-
A high wave suddenly rolls in.
3447h, 4688m, 5321e, 10p esSlrxk-
Myna Tregon says, "What's that."
3447h, 4688m, 5321e, 10p esSlrxk-
Luciden has been slain in the Midnight Coliseum by Elicitor of Excruciation, Trasse d'Murani.
3447h, 4688m, 5321e, 10p esSlrxk-
A high wave suddenly rolls in.
--/03:42:53.949/ }l
The Inner Sea.
The bright sun shines down, blanketing you with its life-giving warmth. The ocean swells and rises, sometimes cresting with white foam. Rife with seaweed and plant life, the salty waters are crystal blue, a sparkling azure landscape that stretches
out as far to the north, south and east as the eye can see. Though the waters are relatively warm, a dangerous undertow can be felt lurking beneath the surface. Like points on a kings crown, the majestic towers of New Celest poke up over the city
walls, and beckon you into the harbour. Myna Tregon is here, shrouded. She wields a coral staff in her left hand.
You see exits leading east and west.
--/03:43:03.824/
A high wave suddenly rolls in.
--/03:43:03.980/
A high wave suddenly rolls in.
--/03:43:14.121/
A high wave suddenly rolls in.
--/03:43:24.340/
A high wave suddenly rolls in.
--/03:43:34.340/
A high wave suddenly rolls in.
--/03:43:44.340/
fear the overpoweredness of currents
Though I concede it takes you to the center at all times, but it does not take you over the treshold into a new area
added test, turgeis' demesne on celestia
The Valley of Blissful Rapture.
A rhythmic thrumming saturates the area, drawing attention to a war shrine of Terentia nearby. This location is flooded with deep, crystal blue water. At the base of the valley, the canopies of the forest climb high overhead, sheltering all who walk
beneath it. A swift brook snakes through the valley floor, its banks blooming with vibrant wildflowers. The valley exudes an amazing feeling of comfort, the air within full of cool moisture. All along its floor, many varieties of soft lichens grow,
squishing under foot. Huge leaves grow on the numerous bushes throughout the area, pools of dew collecting on each of them. The rainforest valley continues deeper to the northeast and to the northwest, spidery vines hanging from the canopy above in
either direction. The fossilized remains of Rhona are here. Hovering in the air, a seraphic angel warms the surroundings with his inner light. There are 2 divine devas here. There are 2 beatific cherubs here. Frobellon, the Celestial Groom, shades
his eyes as he stares off into the sky above.
You see exits leading northeast, south, and northwest.
--/03:52:23.840/
You have recovered balance on all limbs.
--/03:52:24.058/
A high wave suddenly rolls in.
You are dragged off against your will by the rolling wave, and you find yourself tumbling in the water.
The sands of Celestia.
A rhythmic thrumming saturates the area, drawing attention to a war shrine of Terentia nearby. This location is flooded with deep, crystal blue water. The white sands begin to linger here, as the desert begins to descend into a wide valley. The green
flora to the north is vivid and beautiful, a wide array of different plant life. The sounds of valley creatures teeming with life are heard all around the valley, as the path descends into it. Fragile orchids and other rare flowers begin to replace
the tough flowers of the desert along the shoulders of the path. An obsidian eye sigil is here.
You see exits leading north, southeast, south, and southwest.
--/03:52:28.168/
A beatific cherub flitters in from the north and circles overhead.
--/03:52:28.965/
The strong currents of the whirling waters pull at you.
The currents pull you out to the south.
Pool of Stars.
This location is flooded with deep, crystal blue water. Soft, flowing sands surround the Pool of Stars, pale as freshly fallen snow. A lonely desert palm grows beside the pool, casting shadows upon its magical waters. Small indigenous rocks are
scattered around the base of the pool, glistening with flecks of mica and quartz. A powerful aura of peace and tranquility hangs in the air here, penetrating the soul of any traveller who passes through. Beside the pool, a creosote bush blooming in
beautiful yellow flowers grows. Inside the bush, a nest of desert insects chirps, filling the peaceful locale with the sound of life. An enormously wide circular pool, as dark as the night sky, glitters softly under the luminous sky. A white marble
gravestone stands vigil here, memorializing the death of some poor soul. There are 10 archon of Eternal Lights here. There are 10 cavalier of the Lights here. A white marble gravestone stands vigil here, memorializing the death of some poor soul. A
white marble gravestone stands vigil here, memorializing the death of some poor soul. An imposing sword of radiant white metal has been driven deep into the ground in a silent statement of intent. Shric frowns deeply, lines creasing his forehead. He
wields a shining star-emblazoned broadsword in each hand. Ocean's Storm, Turgeis Fal'mier, The Abecedarian is here, shrouded. He wields a coral staff in his left hand and a shimmering bubble shield in his right. Shaeden is here, rubbing his chin
thoughtfully.
You see exits leading north, east, south, and west.
--/03:52:29.621/
did it a few times, and each time the bolded part preceded the being thrown.
ferlas2006-06-01 02:10:18
QUOTE(Acrune @ Jun 1 2006, 02:31 AM) 292784
You people are funny. Right now all I'm hearing is "raiding isn't easy enough, NERF!". Seriously. If currents is a pain, just break the damn demesne.
Ok look just forget about currents then thats not the point for gods sake, the point is guards cause people to...
...Sit at them.
To put it simply to help you understand better this means that one side stays still at their location because they are practically immune there with the guards.
This also means that the other side cant touch anyone at the guards without dieing near instantly.
Now you have two sides.
One that can't get to the other without dieing.
and
One that dosnt want to leave its great protection.
Still understanding so far?
Well as I hope you can understand this means its pretty stale they can't do a lot other than try to get their enemy either
Into their super safe room
or
Out of their super safe room
This causes raids to become nothing more than summon attempts in the hope that you'll grab someone and bring them off or onto the great protection.
I find the fact that combat is so flat and reduced to one type action is basically dull and boring. Do you disagree with this?
And feel free to ask about anything I've said if you don't understand it, its so much easier if you just ask at the start than me having to explain it all over again.
Murphy2006-06-01 02:12:42
Testing like that is all fine and good, but in reality there have been a lot of times where I have been 2-3 rooms away, gone of eq for 4-5 seconds and ended up at the pool of stars before i got eq back.
It's happened to my multiple times, even while burrowed i've been dragged into the pool, and you cannot burrow around deep under the ground while the area above you is flooded, AND you get hit by currents underground, AND you can't burrow out from the pool of stars.
There is no doubt about it, currents and whirlpool need to be nerfed.
It's happened to my multiple times, even while burrowed i've been dragged into the pool, and you cannot burrow around deep under the ground while the area above you is flooded, AND you get hit by currents underground, AND you can't burrow out from the pool of stars.
There is no doubt about it, currents and whirlpool need to be nerfed.
Anisu2006-06-01 02:18:54
QUOTE(ferlas @ Jun 1 2006, 04:10 AM) 292793
Ok look just forget about currents then thats not the point for gods sake, the point is guards cause people to...
...Sit at them.
To put it simply to help you understand better this means that one side stays still at their location because they are practically immune there with the guards.
This also means that the other side cant touch anyone at the guards without dieing near instantly.
Now you have two sides.
One that can't get to the other without dieing.
and
One that dosnt want to leave its great protection.
Still understanding so far?
Well as I hope you can understand this means its pretty stale they can't do a lot other than try to get their enemy either
Into their super safe room
or
Out of their super safe room
This causes raids to become nothing more than summon attempts in the hope that you'll grab someone and bring them off or onto the great protection.
I find the fact that combat is so flat and reduced to one type action is basically dull and boring. Do you disagree with this?
And feel free to ask about anything I've said if you don't understand it, its so much easier if you just ask at the start than me having to explain it all over again.
the last stand off I was part of was at Raziela's pillar, mag's inside, celestians outside, one not willing to enter a room with two clappers, the others not willing to enter the aqua demesne.
You are there to raid, if defenders are just sitting, keep raiding untill you have everything you want and leave, try killing a supernal and I think most of us would be rather fast to come attack you.
QUOTE(Murphy @ Jun 1 2006, 04:12 AM) 292794
Testing like that is all fine and good, but in reality there have been a lot of times where I have been 2-3 rooms away, gone of eq for 4-5 seconds and ended up at the pool of stars before i got eq back.
It's happened to my multiple times, even while burrowed i've been dragged into the pool, and you cannot burrow around deep under the ground while the area above you is flooded, AND you get hit by currents underground, AND you can't burrow out from the pool of stars.
There is no doubt about it, currents and whirlpool need to be nerfed.
whirlpool is still the main problem, I accually did that celestia thing for a while, tumble n, tumble n, tumble nw, wave, wave, whirlpool.
whirlpool is what 1 second? I'd be happy with just having the prevention of leaving effect, not the beckon effect
(and another correction to that statement I mean this into addition to the envoy thing you already send for currents)
Acrune2006-06-01 05:38:17
QUOTE(Murphy @ May 31 2006, 10:12 PM) 292794
There is no doubt about it, currents and whirlpool need to be nerfed.
Aquamancer demesne barely does anything offensively, so now you want it to be less useful defensively too?