Quote:
Originally Posted by bcbrown
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If it ever does happen, then a new label/category of pre- and post- lull nerf is a straightfoward update.
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It's not straightforward at all. The difficulty level of the challenges is set with classic Lull taken into consideration. The exact same as they are also set with the expectation of people not using Puppet Strings or getting pull help. If people use those things it doesn't count as a valid kill for obtaining the challenge title (but any videos of doing God tier kills will still be added to the database, to allow people to showcase that kind of gameplay if they want to).
Using the cheat version of Lull is the same as getting pull help. There's no reason to mark it differently, especially when one the biggest complaints about the whole challenge concept has been how unfair it is that Enchanters have such a big advantage. The challenges would be devalued and have less variety available if allowing that totally broken, non-classic thing. There isn't any kind of unpreventable game mechanic that forces it to be included for the challenge. It's not like AC being coded incorrectly or something. It's just a spell that people are perfectly capable of not casting.
Quote:
Originally Posted by loramin
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In other words, Invis pulling was allowed, and mobs were added to the guide based on it. Then the staff changed things ... and it didn't destroy the challenge!
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It did destroy the challenge (one of the reasons). The tiers of the MOBs were never changed and people had to abuse Puppet Strings instead (they already had to in many cases with the way things were designed), leading to almost nobody wanting to participate. The few people who bothered to try and get a top rank back then really aren't valid, compared to doing the challenges without the cheats. Thankfully since there were so few, and it happened so long ago, it doesn't merit an argument about retroactively stripping their titles. But that situation needs to be prevented going forward. Lull is the biggest fundamentally incorrect thing in the game. There may be tweaks to the resists of other spells in the future, but it won't change the ability to actually use them. They'll still have the same amount of potential effectiveness, given enough luck, whereas Lull will simply not work.