While making the fix for locked enchantments not "using up" your one cast every X minutes I came across comments in the code that indicated there were plans to enable instant duration and targeted spells to be locked. I, of course, began to enable them. The fix for locked enchantments not using up a cast if the spell is still active, the weapon is wielded, etc, is done, but there's more!

Without having done any testing, I'm 80% confident the fixes are usable as they now exist, but now I need everyone's help before taking the changes live. If this is to go in (and I'd like to see it happen - that's why I spent the time to do it) I need a list of spells that could be abusable if they were locked. For instance, haste is not an acceptable spell to lock, and neither is transport, same for portal. These would not be disabled from being locked, only from being activated (yes, this means you could waste enchanting space on a weapon you were locking, thus the reason why I wouldn't want players to test it on live)

Please list as many spells as you can think of that are even questionable because of so much as their iconic nature for a guild. I'd rather look at them all and disable every single spell than start off having missed a key spell that will only take up enchanting space on an item when it finally is caught (the way the changes are done allows us to update every item after reboot automatically so even if it was legal to lock and activate before it will only be wasted space after).

There will be testing done (on test, oddly enough) as to the viability of this change, and if it's determined to be abusable even after the safeguards it won't happen at all; I'll just put the change to spell failure in and leave it at that. I'll be trying to find all the spells I can that would be questionable as well, but there are more of you and some of you are probably all more familiar with the spells we have on Darke than I am.

Also, I'm considering making a level requirement for activating locks and want to hear opinions on this. It would curtail the combat xp gain rate of lower levels by non-newbie players primarily I believe, but I don't know how people feel about this (is it your right as an old player to give your new character gear that makes them more viable than new players?). It seems like the ones it would hurt most are the established players who have the resources to make new characters with great gear, but I don't know that to be true. Here's how it would work: plasma blade lock activation would not be possible for your character even if you had the skill to wield it before level 16. The spell is a level 16 spell and would require a player to be at least level 16 before that player could activate it. This would not stop someone from having a higher level player activate the spells on a weapon and then using that weapon (I wouldn't want to stop that anyway).
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