Maze

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Hazard
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Maze

Post by Hazard »

Innate Level: 8
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 4 Rounds
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes
You banish a creature into a labyrinthine demiplane. The target remains there for the duration of the spell. Freedom of Movement (and -respite) protects against Maze. Targets returning from Maze will give off a burst of wind, removing all AoE effects within a radius of the return location. Higher CR mobs (end-tier bosses) cannot be affected by Maze.

This spell is cool, but very, very weak.

8th circle, 4 dounds, will save and spell resistance, and won't affect higher CR creatures (despite it being a spell that is used against god-like beings), and it wipes aoe. Also hard countered by FoM. Short range.

I think as it is now, this spell is just useless. If anything it helps the enemy by giving them 4 rounds to heal/ward and ensuring they'll be safe on return.

I don't see anything good about this spell except for how cool it is that there's a spell that teleports someone somewhere else against their will, but by the time you load in and out it's pretty much over anyway.

That's my feedback. I have ideas on how to make it better, but this isn't the suggestion thread or something.

tl;dr
maze bad
godhand-
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Re: Maze

Post by godhand- »

A maze for one minute, with horde of equivalent level mobs swarming you while you're there.
Cortex wrote: Addendum, the immediate above post by godhand is wrong in about every aspect, as were most of his other posts.
Good Character
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Re: Maze

Post by Good Character »

Make the maze similar to the Fugue Plane; the exit is one of the portals, and it should spawn you in at a random location each time.
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Kuma
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Re: Maze

Post by Kuma »

It should be at least double the duration, imo. Or possibly require you to actually solve the Maze to escape. Perhaps tied to spell focuses.

As it stands it's mostly a spell to try and force a loading screen crash on someone.

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Drowble Oh Seven
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Re: Maze

Post by Drowble Oh Seven »

I just want to maze myself.
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Irongron
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Re: Maze

Post by Irongron »

I'm definitely open to an extended duration on this, but as I said in another thread, please keep in mind the suggestion thread is closed.

I'm trying, in general, to hold off on mechanical changes across the board, where possible, at least for the summer. I believe we've placed non-mechanics focused player under enormous stress with the pace of changes to skills, class and the like, this last year, and we do badly need a break from that.

Let's take time to settle into the new dynamic, and concentrate any updates on areas and added features, rather than any further rebalancing or adjustments to character mechanics.
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Batrachophrenoboocosmomachia
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Re: Maze

Post by Batrachophrenoboocosmomachia »

And bug fixes too right?

...Right?

Done.

AstralUniverse
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Re: Maze

Post by AstralUniverse »

never been on the user or target end of this spell and never seen it in action but the fact it is not actually CC and that I can do stuff while I'm in the Maze, like continue warding, yeah it seems a bit counter productive.
KriegEternal wrote:

Their really missing mords and some minor flavor things.

Nitro
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Re: Maze

Post by Nitro »

Make the maze a no-magic no-rest area and increase the duration (Or have a save each round to come back?) and it might actually be a worthwhile CC spell to take someone out of a fight for a bit.
-XXX-
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Re: Maze

Post by -XXX- »

Might I point out that some monsters can cast this spell too?
Forcing a party to sit and wait for 10 min each time one of them gets mazed doesn't sound very fun...
AstralUniverse
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Re: Maze

Post by AstralUniverse »

-XXX- wrote: Wed Jul 07, 2021 6:51 am Might I point out that some monsters can cast this spell too?
Forcing a party to sit and wait for 10 min each time one of them gets mazed doesn't sound very fun...
This doesnt sound fun. It doesnt sound any more fun than Trickster Imp with 5 min long Fear on hit - and the worse part is the imp doesnt have enough damage to actually kill anyone, so you are doomed to go afk forever or log off.
KriegEternal wrote:

Their really missing mords and some minor flavor things.

-XXX-
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Re: Maze

Post by -XXX- »

You can't remove fear maze

Some areas punish soloing by design as the party dungeon crawl experience seems to be more endorsed.
Unlike the fear CC (all you need is a friend with a scroll) maze does the opposite
Nitro
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Re: Maze

Post by Nitro »

No one said anything as extreme as 10 minutes, nor do I think anyone would advocate for such a ludicrously long duration.
-XXX-
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Re: Maze

Post by -XXX- »

That was a figurative number - the point was that a party's being made to wait.

Either way, it'd be hard to find any duration that wouldn't be too long for PvE and too short for PvP
Cybren
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Re: Maze

Post by Cybren »

If it's blocked by a saving throw, spell resistance, and FoM, at what point is the 'inconvenience' factor in pve a non-issue? Sometimes in order to play a game you need to play it, and that includes intelligently defending yourself from threats you know exist. Worst case scenario if it's still such an odious experience you could... remove it from monsters entirely...
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ActionReplay
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Re: Maze

Post by ActionReplay »

I've been wanting to update the spell to have a save check for each round, min 4 rounds max 10 rounds, but each round after 4 require a save to leave. After 10 rounds you will be cast out automagically. We can make the area non-magic so one can't buff up (Mundane would work), I'm surprised it isn't that already. For mobs casting this spell on PCs we can lower the duration if its needed.
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Tarkus the dog
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Re: Maze

Post by Tarkus the dog »

I disagree. It could have a larger duration to be sure, but one shouldn't downplay the ability to make a 3v4 scenario a 3v3 for a while. Or you can do that to several people and just all pile up on a single guy left.
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Kenji
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Re: Maze

Post by Kenji »

Could also make the distinction of using Maze on a PvE target vs a PC where it'd be akin to insta-killing the PvE target and granting XP, but it just leaves no corpse behind (Oh no! No more gold or head to collect!)

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