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PostPosted: Sun May 18, 2008 10:20 am 
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Dark-Avenger a week ago wrote:
The fact that certain races get a buff against magma when it makes no sense either(if we accept D's PoV in what magma really is) makes the whole situation more stupid.

And finally, the fact that only magma from all damage spells is not exactly magical according to D, but spells like call lightning or things like blasts(frost, flame, gas etc) are still considered magical and affected by MP makes the whole magma fix even more stupid.

A week has passed, I still haven't heard from Dulrik an explanation on these two points.

Especially if we accept Dulrik's version of magma not being magical, the first part of the quoted text is really a WTF? when you think about it.

Oh yeah, and to quote what Boug said in another place commenting his giant merc getting hit from a magma...
Navelic wrote:
Your my hero, for that one. I had attacked Bain only for him to run, then I see Arrakus and battle ensues. His magma went from doing me 10 hps a round, to clinging and doing like 40 in the round where I had the elemental incapacitated. Quaffing heals just wasnt enough for a new overpowered skill I guess.

Imagine chars with less than 500 HP now in that situation, not 900+ HP chars.

PS: He speaks about percentages above.


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PostPosted: Sun May 18, 2008 10:41 am 
D-A, shut up, jesus christ. IT"S A FANTASY GAME? IT DOESN'T HAVE TO MAKE SENSE. W(hy)TF ARE CENTAURS WEAK AGAINST FIRE? THAT MAKES NO SENSE. SO I CAN UNDERSTAND SOMEONE RESISTING IT FOR NO REASON. NOW STFU.

Here's something else that doesn't make sense D-A. Why are priests the only class that gets harm, when they don't get any of the other cause spells? Whereas Necros and Hellions get all the cause spells except harm.

Yes, they are the effing same spells it lists them together in the helpfile. Now D-A, please make a 30 page long thread demanding that priests lose harm and it be given to Necros and Hellions only.

P.S. Stop whining. And go back to getting lewt and sitting in your HQ doing absolutely nothing. All the PKing the CoN does...I don't think I've EVER seen you out and about with them.


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PostPosted: Sun May 18, 2008 11:00 am 
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Syn, your comments are not about the two points I bumped and still had no real answer from the immstaff. So unless you have anything to say about them, refrain yourself from posting. That's why I bumped it anyway, I want to hear D's comments or something.

PS: I am CoN's CIA. Rest of CoN is FBI and stuff, going into action. :P


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PostPosted: Sun May 18, 2008 11:02 am 
Uh, I'm 100% sure you were complaining about how certain races take less damage against magma. I'm also 100% sure I just commented on that.

Also, I'm about 100% Navelic didn't have sanctuary, protection, or RE, when he got hit with magma. There are still plenty of ways to reduce the damage, stop being a cry baby.


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PostPosted: Sun May 18, 2008 11:07 am 
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These ways reduce damage from all other elemental spells as well.

Oh wait, apart from all these, MP does that also, because for some unknown reason only magma is not a magical elemental spell. :o

I still don't get why magic resistant races get reduced damage though. It's not magic and helpfiles say nothing about fire resistance(plus they don't get double damage reduction on hellfire/flamestrike/burning hands/fireball/etc). :o

PS: We're answering in circles, I'll wait for answers from the immstaff instead. The players who have answered so far have helped me enough in understanding how they think.


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PostPosted: Sun May 18, 2008 11:11 am 
Okay, how about this. We make magma do 1500 hpz of damage, but it's affected by MP, does that sound good? I think it'd make sense to you then, right? You get hit by magma and you just instantly disintegrate.

Also, the races are magic RESISTANT, the helpfile doesn't say, "These races get bonus magical PROTECTION".

And ZOMFG IT'S TO HELP BALANCE THE RACES. Elf, Delf, Sprite, and Halfling suck horribly. Delf caster? Why would you make a delf caster? The difference between 23/24 int isn't even noticeable when playing a sorc, and you could just be a human and get 20 wis instead of crappy 18 and you don't have 3423556 weaknesses.


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PostPosted: Sun May 18, 2008 11:14 am 
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I said it before, make magma doing damage on par with FoD. Make magma having the casting time of FoD, the mana/concentration cost of FoD, but also make it being able to (almost? totally?) be nullified from 70 MP w/ GM shield spell up.

There you have it, the most powerful spell of SK that warlocks always wanted. A change that makes sense, not some "it's magical in some ways, not magical in some other ways" change that makes no sense at all.


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PostPosted: Sun May 18, 2008 11:16 am 
D-A. STFU! FoD shouldn't even be close to being the strongest spell in the game, necromancers can get 35345345 undead and kill a group in one round. MAGMA SPRAY IS THE ONLY THING WARLOCKS GET.

I mean, things that make no sense? Why the hell is Harm the only spell in the game that doesn't have a save?

P.S. I think it's time for you to stop whining. There are plenty of ways to stop a warlock from casting(or hitting you with) magma(dirt kick, blindness, sleep, ethereal, mirror image, interdict, taunt), and there are still ways to massively reduce the damage from magma(sanctuary, protection, resist elements). And zomfg it actually has a save! Also, a warrior with a reaching magic weapon(there are currently BOATLOADS of these in the game) will kill a warlock in less than 2 rounds.


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PostPosted: Sun May 18, 2008 11:22 am 
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If you want to give me such arguments, elementals don't insta vanish at a single HW/BoG, they tank better than any undead any necro ever gets, BoG doesn't give warlocks a nimbus(only delf ones but that's not a warlock issue, it's a racial weakness), warlocks get way better armor, they get better defense spells, they are not restricted to a single extreme alignment, they are not always hunted down from at least half the playerbase(as SK is after the Adepts dissapeared make it at least 2/3 of the playerbase) and many more things necros are restricted at.

Anyway, the change that I offer makes magma way better than FoD. Why? Because fortitude enchantments are far more common than reflex ones as D has coded the new enchanting system.

EDIT: LOL@something you posted in the end.
Syndal wrote:
And zomfg it actually has a save!

:lol: :lol: :lol:

The yellow message of magma is gone for years now. Reflex save has only 1 use. It doesn't stick. The base magma damage is not reduced in any other way and there is no way to completely nullify the damage.

EDIT@Muktar: Perhaps I'm the only one. But I'm still the only one with logical arguments as you can see in all these pages. See my comment above on understanding how the playerbase of SK thinks.


Last edited by Dark-Avenger on Sun May 18, 2008 11:25 am, edited 2 times in total.

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 Post subject:
PostPosted: Sun May 18, 2008 11:22 am 
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Magma is suppose to be the best damage spell in the game, period. Not the tied for best. Both spells have ways to soak up the damage. MP for FoD, and RE for Magma. Yes, it is harder to get RE, is it impossible? No. Anyone that knows how to prepare can survive magma. There is still a slew of other spells that soaks up magma already.

Number of people bitching about the new magma rules: 1 (DA)

Number of people not bitching about the new magma rules: Everyone else.

You are on a lonely island DA.


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