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View Full Version : Give mobs a real charm spell



lugoman
08-13-2012, 02:11 AM
Would be cool if mobs could charm players so they start attacking other players. You would then have to decide whether or not to kill your team mates or ignore their damage.

Falco_Easts
08-13-2012, 02:16 AM
Would love it but can't see it happening.

Rian
08-13-2012, 05:01 AM
Would suck if the monsters charmed the Arcane Archer with fatesinger and manyshot off timer... :D

ZeebaNeighba
08-13-2012, 05:11 AM
Have you ever taken a look at the pvp pit? 5 people could potentially die very fast if they're caught off guard by the charm.

Not that I'm saying that's a bad thing of course.

sirgog
08-13-2012, 05:59 AM
(Combat): You roll a save against Malicia's Dominate Monster. You roll a 1: Save failure!
(Combat): Malicia orders you: Sit there and do nothing but drink your highest tier mneumonic potions.
(Combat): You restore 411 spellpoints from Major Mneumonic Enhancer.
(Combat): You restore 317 spellpoints from Major Mneumonic Enhancer.
(Combat): You restore 388 spellpoints from Major Mneumonic Enhancer.
(Combat): You restore 219 spellpoints from Major Mneumonic Enhancer.
(Combat): You restore 406 spellpoints from Major Mneumonic Enhancer.

Brennie
08-13-2012, 06:12 AM
If, and only if, the charm spell forces teh character to use their currently equipped melee weapon for melee attacks, and nothing else (Except possibly trip/sunder).

Anything else is potentially incredibly unbalanced, far too painful (Making your healer chain cast high SP spells for 30 seconds could be devastating enough even if none of the spells did anything), and also *much* harder to code.

So, for causing party members to melee (or ranged, if they have a ranged weapon equipped i suppose) auto-attacks and auto-follow nearby teammates? Signed, sounds interesting! (Obviously, characters would be unable to adjust their gear while charmed)

Jiirix
08-13-2012, 06:25 AM
The main problem I see: When charmed the game AI would take over the controlls. You would probably die in a trap or fall down the next ledge. (For some players that woudn't be a difference ;) )

BruceTheHoon
08-13-2012, 07:29 AM
I would have been happy with just turning the friendly fire on for the affected character :)

Matuse
08-13-2012, 08:00 AM
...and people would just use protection from evil more often than they do now, and be immune to this effect.

Taking direct control away from the player is bad design in all games. It does not become good design in DDO.

Davelfus
08-13-2012, 08:23 AM
It has been done before in several d&d games and i think it would be nice too, but most ppl here would complain a lot... even if there is a spell to counter it easily.

So belive the devs will not bother with it sadly.


another one is the fear spell, you are totaly terrified but have total control to go where you want to...


as my favorite mind flayer says, that's why we can't have nice things.

CaptainSpacePony
08-13-2012, 08:27 AM
I think this an interesting suggestion BUT should not be implemented. It would seem very out of place to me in a game with "Friendly Fireballs".

Syllph
08-13-2012, 08:55 AM
You could make a map where a wizard casts confusion. Here's how it would work:

The mini map would be either disabled or act like it does in Tempest's Spine where you cannot tell where other player are. Each player would be randomly teleported to a room away from the others. In the center room where all the player's rooms meet are hundreds of mobs. The players all have a guise cast on them (the confusion spell) and look like the mobs in the middle. PvP is active in here so friendly fire works. Fireballs and Icestorms are out of the question.

The objective would be to kill the enchanter whom cast the spell on you. Meanwhile you're never quite sure who is on your side or not and I'm not sure you could rely on anything.

My only issue is I can't seem to figure out how to eliminate the names over players heads, this would be the dead giveaway. Of course after a few funs a decent player can tell the computer AI from the player AI and everyone could say, hey meet up in the north. This still would be tricky but again I can't figure out how yet :)

Machination
08-13-2012, 09:51 AM
Yes, always wanted this.

Also, bring back the days when beholders would turn summons against the party, also lots of fun!


Would be cool if mobs could charm players so they start attacking other players. You would then have to decide whether or not to kill your team mates or ignore their damage.

FranOhmsford
08-13-2012, 09:54 AM
(Combat): You roll a save against Malicia's Dominate Monster. You roll a 1: Save failure!
(Combat): Malicia orders you: Sit there and do nothing but drink your highest tier mneumonic potions.
(Combat): You restore 411 spellpoints from Major Mneumonic Enhancer.
(Combat): You restore 317 spellpoints from Major Mneumonic Enhancer.
(Combat): You restore 388 spellpoints from Major Mneumonic Enhancer.
(Combat): You restore 219 spellpoints from Major Mneumonic Enhancer.
(Combat): You restore 406 spellpoints from Major Mneumonic Enhancer.

Evil DM alert!

lugoman
08-13-2012, 04:20 PM
(Combat): You roll a save against Malicia's Dominate Monster. You roll a 1: Save failure!
(Combat): Malicia orders you: Sit there and do nothing but drink your highest tier mneumonic potions.
(Combat): You restore 411 spellpoints from Major Mneumonic Enhancer.
(Combat): You restore 317 spellpoints from Major Mneumonic Enhancer.
(Combat): You restore 388 spellpoints from Major Mneumonic Enhancer.
(Combat): You restore 219 spellpoints from Major Mneumonic Enhancer.
(Combat): You restore 406 spellpoints from Major Mneumonic Enhancer.

yeah that would be bad.

lugoman
08-13-2012, 04:21 PM
...and people would just use protection from evil more often than they do now, and be immune to this effect.

Taking direct control away from the player is bad design in all games. It does not become good design in DDO.

No, not always. I played Anarchy Online and one of the boss mobs did this and it was pretty fun.

OzmarDDO
08-13-2012, 04:24 PM
Would be cool if mobs could charm players so they start attacking other players. You would then have to decide whether or not to kill your team mates or ignore their damage.

That would be sweet. It would suck, but it would be awesome, too.

Grease FTW!

-Ozmar the Worried :eek:

Scraap
08-13-2012, 04:27 PM
I would have been happy with just turning the friendly fire on for the affected character :)

Heh.

samthedagger
08-14-2012, 01:45 AM
At the very least the mobs ought to be able to charm and dominate your pets, summons, and other unmentionables.

Mastikator
08-14-2012, 04:06 AM
If they did that then each time you attack your allies you should get a will save to break out of the enchantment, as per D&D 3.5e PnP rules.

I like the idea in theory, but in practice it would invariably lead to wipes. :/

dterror
08-14-2012, 09:28 AM
If they did that then each time you attack your allies you should get a will save to break out of the enchantment, as per D&D 3.5e PnP rules.

I like the idea in theory, but in practice it would invariably lead to wipes. :/

It would lead to better tactics and players who stick around for critical buffs instead of just running off, as well as giving new life to nearly useless spells such as break enchantment and the various dispels.