Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu May 08, 2008 4:01 pm 
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Location: Las Vegas, Nevada
SK Character: Achernar
Syndal wrote:
The bash change didn't really do much, and I didn't think it was gonna do much in regards to combat length. It might've added what, 1 round worth of attacks to kill someone? And that's only with 1 vs 1. I doubt it made much of a difference, if any to group fights. You're not going to live long when you've got 3-4 or more people aiming at you. Hell, there's a pretty good chance you'll die in one round.

Personally I find it ridiculous when even the warrior classes in the game have to walk around behind a horse to avoid getting surprise-ganked. Something really needs to be done with combat. From what I've seen, it still only takes 4~ rounds or less for 1 warrior to kill another warrior. Less if it's 2 vs 1.

For all the talk about how Dulrik wants the game to be more group combat based, group combat really sucks. Really big fights are -ALWAYS- completely lopsided. You very rarely see like multiple people die on both sides.
Let's look at a quick example.

9vs9 fight or something, you could easily have 3 melee characters up front and 3 people in the second row with reaching weapons. Whoever attacks first pretty much wins, because all their buddies will autoassist on whoever they attacked and uh, sorry, but 1 single person isn't going to live through a round of 6 people hitting them. And then the other group's formation is completely screwed and the whole group will probably die/run away without doing much damage to the other group. It's hard to heal someone who dies instantly.

I think it was Finney made a really good suggestion a while ago. Remove Auto-assist when it comes to attacking other PC's.

I agree with removing auto assist for pc targets. Otherwise, I don't really think you've seen the full outcome of the update if you're saying this. I have seen nothing but back and forth fighting that doesn't just pertain to 5 or more to 1 odds and actually seemed quite exciting and anything except lopsided.


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PostPosted: Thu May 08, 2008 4:11 pm 
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I still think melee is a little to fast. I got hit by a peacekeeper templar once yesterday for 39% damage. Not even a head shot, he hit me in the chest.

I'm perfectly aware that I'm a sorceror and not meant to take hits at all. But the fact that a giant merc/barb could in all liklihood two shot me with two headshots, is really disturbing.

That's not even taking into account what would happen if I was actually hit with a blunt weapon(my weakness).


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PostPosted: Thu May 08, 2008 4:15 pm 
Sypher wrote:
I still think melee is a little to fast. I got hit by a peacekeeper templar once yesterday for 39% damage. Not even a head shot, he hit me in the chest.

I'm perfectly aware that I'm a sorceror and not meant to take hits at all. But the fact that a giant merc/barb could in all liklihood two shot me with two headshots, is really disturbing.

That's not even taking into account what would happen if I was actually hit with a blunt weapon(my weakness).
\

Yes, I've thought about this also, everyone in general is fragile, but for casters it's ridiculous. Is it too much to ask for a caster to be able to live through like 2 rounds? And not die in like 3 hits.


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PostPosted: Thu May 08, 2008 4:47 pm 
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I'm surprised someone as experienced as Sypher wouldn't ethereal or at least 3rd row...I think the fragility(is that even a word??) of sorcs/necro's is fine.


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PostPosted: Thu May 08, 2008 5:05 pm 
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I was ethereal Lakir, so was the templar.

I'm always third row, when possible, combat has a way of screwing up group positions however. That one round you might end up in the second or even front row could be the one round it takes a warrior to kill a caster.

Casters are weak to the point of absurdity. I'm not asking to tank a dragon as a sorceror, but I don't think it's to much to ask to be able to live through four hits. Combat damage is still to powerful in my opinion.


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PostPosted: Thu May 08, 2008 5:30 pm 
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Templar was ethereal? Aren't they paladins?


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PostPosted: Thu May 08, 2008 5:53 pm 
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Bounty NPCs now spawn ethereal if the outlaw is ethereal. It's been this way for some time now.


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PostPosted: Thu May 08, 2008 6:10 pm 
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witherwood wrote:
Bounty NPCs now spawn ethereal if the outlaw is ethereal. It's been this way for some time now.


WTF? LOL.


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PostPosted: Thu May 08, 2008 7:16 pm 
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Sypher wrote:
I still think melee is a little to fast. I got hit by a peacekeeper templar once yesterday for 39% damage. Not even a head shot, he hit me in the chest.

I'm perfectly aware that I'm a sorceror and not meant to take hits at all. But the fact that a giant merc/barb could in all liklihood two shot me with two headshots, is really disturbing.

That's not even taking into account what would happen if I was actually hit with a blunt weapon(my weakness).


You can't have your cake and eat it too. If you wanted a caster who could take some hits, you'd have trained hps and not art like we did back in the old days. This is one of the reasons why, back when art was instituted, that people were convinced that sorcs could have 16 art...they'd have [REDACTED] hp and would be dog meat for anyone with melee. It's called balance.


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PostPosted: Thu May 08, 2008 7:38 pm 
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How much hp can you really train with a mage? And how much is that going to help against a giant specced with a battlespear? I bet the mage still drops in one round.


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