Shattered Kingdoms

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 Post subject: Re: Domination
PostPosted: Wed Jul 11, 2012 9:03 am 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
While that is true, what is also true is that their damage output is really damn high. Especially with cleave and polearms while standing behind somebody.

Note: To take out of context would be to only take a snippet of what you said. I quoted the entire thing.


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 Post subject: Re: Domination
PostPosted: Wed Jul 11, 2012 9:07 am 
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Joined: Wed Sep 24, 2008 12:21 pm
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Muktar wrote:
While that is true, what is also true is that their damage output is really damn high. Especially with cleave and polearms while standing behind somebody.

Note: To take out of context would be to only take a snippet of what you said. I quoted the entire thing.


Be thankful this isn't GD.


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 Post subject: Re: Domination
PostPosted: Wed Jul 11, 2012 9:08 am 
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Joined: Wed Apr 24, 2002 11:51 am
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Aust wrote:
Also, while I support any good idea that would advance the hellion, or any other class in the eternal pursuit of balance of Shattered Kingdoms, I would not want a change that would steer us towards, and not away from the termed "NPC wars" mentality.

Edit: Edited for Tarzan speak.


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 Post subject: Re: Domination
PostPosted: Wed Jul 11, 2012 9:16 am 
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ninja_ardith wrote:
Okay take two things I posted in two different threads, take them out of context, and make a winning formula. You two have also obviously not played the hellion class recently, so I have to boggle at the idea that this would invoke "NPC wars."

There's no NPC that a hellion can dominate that remotely approaches the lethalness of a sorcerer or necromancer charm/control.


I hear what you're saying, and I'm going to let you finish, but from a design standpoint how would allowing a deep elf hellion control two dominates help balance the hellion class as a whole? If they are in need of help as you claim it should be a universal change or tweak, dominates don't approach the lethalness of a sorcerer or necromancer, yes, but that was never in question in the discussion.

You suggested two dominates for the benefit of one race, which I would disagree with completely because it would set them too far apart from the other races offered to the hellion, I am all in favor of diversity, but race differences should be more subtle for the sake of fairness. Want a bigger damage cleave? Centaur, Want to have a bigger hp pool? Dwarf. So forth. Two charmies is just too extreme.

Let it be said that I am also completly against sorcerers having two charmies with deep-elves, mind.


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 Post subject: Re: Domination
PostPosted: Wed Jul 11, 2012 9:17 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Deep-elves are already set aside from other hellion-capable races due to racial weaknesses.


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 Post subject: Re: Domination
PostPosted: Wed Jul 11, 2012 9:22 am 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
For real: Deep-elves are already set aside in that they have high INT and sucky everything else compared to the other hellion races. In the end, however, since they can't dominate more than one NPC, there's close to no reason for that high INT. Letting them have two dominates would just give them the option of actually being a different playstyle of hellion, rather than just a crappier version of the same playstyle any other hellion race can utilize.


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 Post subject: Re: Domination
PostPosted: Wed Jul 11, 2012 9:29 am 
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Aust wrote:
ninja_ardith wrote:
Okay take two things I posted in two different threads, take them out of context, and make a winning formula. You two have also obviously not played the hellion class recently, so I have to boggle at the idea that this would invoke "NPC wars."

There's no NPC that a hellion can dominate that remotely approaches the lethalness of a sorcerer or necromancer charm/control.


I hear what you're saying, and I'm going to let you finish, but from a design standpoint how would allowing a deep elf hellion control two dominates help balance the hellion class as a whole? If they are in need of help as you claim it should be a universal change or tweak, dominates don't approach the lethalness of a sorcerer or necromancer, yes, but that was never in question in the discussion.

You suggested two dominates for the benefit of one race, which I would disagree with completely because it would set them too far apart from the other races offered to the hellion, I am all in favor of diversity, but race differences should be more subtle for the sake of fairness. Want a bigger damage cleave? Centaur, Want to have a bigger hp pool? Dwarf. So forth. Two charmies is just too extreme.

Let it be said that I am also completly against sorcerers having two charmies with deep-elves, mind.


I love deep-elves, but they are complete trash for the hellion class. They don't benefit enough from having that high int. They take extra damage from bolt of glory, already have a lower hp pool because of their terrible con score, and hellions have a hard enough time allocating stat points, so it's tough for someone to want to put trains into hp. In fact most of my success in PvP with my own hellion was due to having beefy tribunal NPCs, and not on the merits of the class/race combo I had picked myself. You're far better off picking a race that has a higher racial str max, and just going melee. Deep-elves lose out on their innate bonus which is having a high natural int score, and honestly, this is not going to break the game.


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 Post subject: Re: Domination
PostPosted: Wed Jul 11, 2012 9:48 am 
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While I agree with you 100% that Deep-Elves have vulnerabilities that outweigh the benefits in the hellion department, I have this image of the deep elf hellion in a specific organization walking around with 2 dominates, a pet, a guard NPC that may or may not be dominating another NPC, I don't think that's the answer to deep-elves we want.

Also, how is that fair to gnome mercenary, or deep-elf mercenary, or giant warlock, half elf sorcerer or any of the other race/class combinations that suffer from a weaker standing in relation to other race/class combinations? Balance is hard, but I don't think this is the way to achieve it. I would be more in favor of damage vulnerabilities like iron, blunt, light, etc having a halved effect for certain classes, those expected to be taking more damage than others since they are more likely to be in the thick of it.


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 Post subject: Re: Domination
PostPosted: Wed Jul 11, 2012 9:52 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
My gnome merc rocked.


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 Post subject: Re: Domination
PostPosted: Wed Jul 11, 2012 9:54 am 
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Joined: Sat Jun 19, 2004 10:51 am
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Don't talk to me about Pilnor, I put money down on him on the duel against Rorey favoring the cash-out benefits of the odd margin.

You owe me 1k obsidian.


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