I know that the premature cancelling of these effects was on the player character was introduced to stop time wastage if there were no other friendly targets around, but reasonably often it causes these effects to be cancelled on the opponent too. I'm not sure if this is a result of them not targeting another enemy fast enough, but it's problematic when you have a limited number of spell holdings for Charm/Dominate on an item already.
If possible, it might be better to go back to the old system for enemies (full duration of these effects, regardless of whether their are other friendlies around, which as I mentioned the game often has difficulty detecting) but keep it as is for the player character. I'm not sure if this would be doable or not, but I thought I'd float it out there anyway.
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Jojobobo
I know that the premature cancelling of these effects was on the player character was introduced to stop time wastage if there were no other friendly targets around, but reasonably often it causes these effects to be cancelled on the opponent too. I'm not sure if this is a result of them not targeting another enemy fast enough, but it's problematic when you have a limited number of spell holdings for Charm/Dominate on an item already.
If possible, it might be better to go back to the old system for enemies (full duration of these effects, regardless of whether their are other friendlies around, which as I mentioned the game often has difficulty detecting) but keep it as is for the player character. I'm not sure if this would be doable or not, but I thought I'd float it out there anyway.
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