dimensional wrote: »Or literally any group in any PVP scenario where only one member out of the whole group needs to be spamming it.
dimensional wrote: »Or literally any group in any PVP scenario where only one member out of the whole group needs to be spamming it.
leepalmer95 wrote: »dimensional wrote: »Or literally any group in any PVP scenario where only one member out of the whole group needs to be spamming it.
The range isn't everywhere you know, besides is theres a group it's almost certain that aoe's will be being spammed anyway, shards, steel tornado, sap etc... You won't be able to cloak.
Besides if some random guy was just spamming magelight in my group instead of contributing something i'd kick him.
SemiD4rkness wrote: »This is not hide and seek, fight back like a man
vamp_emily wrote: »
bowmanz607 wrote: »First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?
Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.
you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??
bowmanz607 wrote: »bowmanz607 wrote: »First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?
Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.
you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??
Mage light always kept people out of stealth when in radius.
bowmanz607 wrote: »bowmanz607 wrote: »First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?
Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.
you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??
Mage light always kept people out of stealth when in radius.
they keep people out of stealth not invisible. Which means it used to has no effect on cloak.
Refuse2GrowUp wrote: »bowmanz607 wrote: »bowmanz607 wrote: »First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?
Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.
you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??
Mage light always kept people out of stealth when in radius.
they keep people out of stealth not invisible. Which means it used to has no effect on cloak.
Radiant Magelight would pull anyone within its radius out of stealth and cloak. I may be wrong, but I am pretty sure this is accurate.
Refuse2GrowUp wrote: »bowmanz607 wrote: »bowmanz607 wrote: »First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?
Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.
you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??
Mage light always kept people out of stealth when in radius.
they keep people out of stealth not invisible. Which means it used to has no effect on cloak.
Radiant Magelight would pull anyone within its radius out of stealth and cloak. I may be wrong, but I am pretty sure this is accurate.
Before update. No.
bowmanz607 wrote: »bowmanz607 wrote: »First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?
Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.
you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??
Mage light always kept people out of stealth when in radius.
they keep people out of stealth not invisible. Which means it used to has no effect on cloak.
Refuse2GrowUp wrote: »bowmanz607 wrote: »bowmanz607 wrote: »First I thought they finally did something good there by reducing the locking time even though I feel like the ability shouldn't be locked but instead only the caster could see. Now I realize that the light actually lasts for 6 seconds. Great...that means cloak is completely useless if someone casts radiant mage light every 7 seconds. It doesn't even have to stay in his/her front bar. Now can we have evil hunter to deal bonus damage on shields and locking shield abilities for 3 sec when cast please?
Yes, but if your out of range of the light after the 3 second lock, then you are fine. Imo, they should lose the lock on this and only reveal people in the range of the light.
you know...cloak is the ONLY defensive skill nb has. So if a guild skill can permanently disables it then whats the point of having it in the first place??
Mage light always kept people out of stealth when in radius.
they keep people out of stealth not invisible. Which means it used to has no effect on cloak.
Radiant Magelight would pull anyone within its radius out of stealth and cloak. I may be wrong, but I am pretty sure this is accurate.
Before update. No.
I liked the changes on paper, but after playing with it I prefer the old Radiant Magelight. Or detect pots. Both work/worked better at detecting stealthed players, and RM was great for sewer runs. I could live with the 5% magicka debuff as a trade-off; I would have been delighted if they had just removed the toggle requiring it on both bars.
I'm not sure if I'll keep running it for the other buffs it provides. The tiny activation period is really annoying.
Refuse2GrowUp wrote: »I liked the changes on paper, but after playing with it I prefer the old Radiant Magelight. Or detect pots. Both work/worked better at detecting stealthed players, and RM was great for sewer runs. I could live with the 5% magicka debuff as a trade-off; I would have been delighted if they had just removed the toggle requiring it on both bars.
I'm not sure if I'll keep running it for the other buffs it provides. The tiny activation period is really annoying.
I loved Radiant Magelight as it was. Radiant Magelight gets nerfed by this change, but Inner Light gets buffed. It's a trade off I guess.
bowmanz607 wrote: »Refuse2GrowUp wrote: »I liked the changes on paper, but after playing with it I prefer the old Radiant Magelight. Or detect pots. Both work/worked better at detecting stealthed players, and RM was great for sewer runs. I could live with the 5% magicka debuff as a trade-off; I would have been delighted if they had just removed the toggle requiring it on both bars.
I'm not sure if I'll keep running it for the other buffs it provides. The tiny activation period is really annoying.
I loved Radiant Magelight as it was. Radiant Magelight gets nerfed by this change, but Inner Light gets buffed. It's a trade off I guess.
i respectfully disagree. radiant was buffed. just by having it slotted on one bar without having to activate it you get crit, no stun from stealth, and 50% reduction without the other playing knowing your running those pssives until you use the ability. Before you had to activate it and the player was aware that you had those passives. Additionally, upon activation you get empowering, reveal from stealth, keep them from stealthing outside the radius of the light for a duration. Lets not forget it about the fact that it only takes up one slot now.
this is a significant buff imo.
Ghost-Shot wrote: »Its a shame when you have to L2P instead of cloak away from fights you can't handle.
bowmanz607 wrote: »Ghost-Shot wrote: »Its a shame when you have to L2P instead of cloak away from fights you can't handle.
Sorry but many players use it offensively for positioning as well as buffs. Hence a morph that increases crit. I do agree that this adds an extra element of skill to using the ability timely which is good overall imo. However, that does not detract from the fact that this single ability does too much. Perhaps losing the 3 second thing is one way to go. Maybe taking away empowering or reducing radius or toggle again etc. Bottom line is a single ability does too much.
Refuse2GrowUp wrote: »bowmanz607 wrote: »Ghost-Shot wrote: »Its a shame when you have to L2P instead of cloak away from fights you can't handle.
Sorry but many players use it offensively for positioning as well as buffs. Hence a morph that increases crit. I do agree that this adds an extra element of skill to using the ability timely which is good overall imo. However, that does not detract from the fact that this single ability does too much. Perhaps losing the 3 second thing is one way to go. Maybe taking away empowering or reducing radius or toggle again etc. Bottom line is a single ability does too much.
From a completely unbiased perspective, I would agree. I think they should leave Radiant the way it is post TG since few ran it before and it is too early to tell how much effect it will ahve on the game. However, I agree they should remove the lock-out on Inner Light. Since it gives max magicka and empower, and since most magicka builds run it and will benefit from it no longer being a toggle, I would be ok with it keeping the detect but losing the lock-out effect.