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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Fri Feb 10, 2017 6:54 pm 
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Joined: Tue Oct 20, 2015 1:51 pm
Posts: 225
TheX wrote:
Envenom should have and me/pe possible both cost.


Speaking of which both backstab and circle stab require no PE to use, those should both have a pe cost.


Backstab has a lag on it, and circle stab is one attack a round and unless you're in front row, it's the only attack you're getting. Compared to the 3-5 of other classes.

The last thing needed is to add a cost the only attack they get most of the time. Which would make them even less valued compared to other classes.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Fri Feb 10, 2017 10:46 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Envenom doesn't really need a cost because to use it requires material components.

I actually had noticed that most rogue attacks have no cost. I'm not touching them for now, but reserve the right to perhaps add some once they get more abilities and are more highly valued.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 11, 2017 7:52 am 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
I don't think I should be able to sit there and spam thirty plus applications of, and herb/ potion onto my weapon without some drawback.

Bash/ trip/ taunt/ disarm all have lag associated with theirs use and have a resource cost. It makes sense that such powerful attacks from a rogue would have a similar resource cost.

Let me add that I have noticed no fail message with envenom, there should be a fail chance like every other skill/ spell which means you may or may not end up poisoning yourself.

Streetwise should have a fail check that gives you false information about a target.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 11, 2017 10:09 am 
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Joined: Tue Aug 12, 2008 10:23 am
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I really don't think a nerf spree is the answer here. Mercenaries are still better than scouts at ranged combat and streetwise doesn't change the fact that rogues still need other classes to assist them in pk. Why isn't anyone talking about skinning or snare? Nobody ever uses those skills.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 11, 2017 10:25 am 
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Joined: Fri Oct 10, 2014 2:22 pm
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In all the pk I have done in the last year, there has been very little of it that happens outside a city.

Skins have been useless since we lost supernatural hides, masterwork doesn't add enough bonus to make them on par with mithril that comes with innates. You need masterwork to be able to put five enchants on skins.

To make snare worthwhile you have to be in a certain cabal, it would be best to just break that cabal up and spread it's powers out.

And I did mention a finesse type skill for scouts some time ago.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 11, 2017 11:37 am 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2769
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
How come haste doesnt reduce the lag of physical skills? Shouldnt it take less time to recover from a bash when hasted or bash more often when hasted? Or be able to kick more often, ect?


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 11, 2017 4:35 pm 
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Location: Redwood City, California
TheX wrote:
Skins have been useless since we lost supernatural hides, masterwork doesn't add enough bonus to make them on par with mithril that comes with innates. You need masterwork to be able to put five enchants on skins.

Dragonscale skin armor is actually really good. If you have access to someone casting magical vestment, it was already the most protective thing in the game. Now it's even better because light armor got a significant buff in the last update.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 11, 2017 4:42 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
TheX wrote:
Let me add that I have noticed no fail message with envenom, there should be a fail chance like every other skill/ spell which means you may or may not end up poisoning yourself.

There is no fail message, but you can fail. If you fail, your weapon does not end up with any venom on it. There isn't any way to detect if you succeeded or failed, so it's similar to the (often reviled) lack of hide and sneak failure messages.

TheX wrote:
I don't think I should be able to sit there and spam thirty plus applications of, and herb/ potion onto my weapon without some drawback.

Adding applications only helps to a certain amount after which it is a waste of resources. Depending on your intelligence, it could be that adding a dozen doses will still help increase the strength, or maybe even that no amount of extra doses will increase it. At least you will always be increasing the duration of the poison before it evaporates, but once you stab a few times with it, it will get wiped clean despite the duration, so again there isn't a ton of benefit. The drawback to all of this is you wasting resources for little to no benefit.

TheX wrote:
Streetwise should have a fail check that gives you false information about a target.

I am pondering a number of potential tweaks to Streetwise, including this one.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 11, 2017 4:43 pm 
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jreid_1985 wrote:
Why isn't anyone talking about skinning or snare? Nobody ever uses those skills.

I wouldn't mind revisiting snare sometime.


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 Post subject: Re: Code Update 2/4/2016 Q&A
PostPosted: Sat Feb 11, 2017 4:44 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Tragonis wrote:
How come haste doesnt reduce the lag of physical skills? Shouldnt it take less time to recover from a bash when hasted or bash more often when hasted? Or be able to kick more often, ect?

Haste has historically been far too good to consider buffing it even more.


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