Shattered Kingdoms

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PostPosted: Thu Mar 27, 2008 9:03 am 
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To rebuttal this, you have a city with no gateable NPCs, one way in, which is guarded by multiple CHAMPION PALADIN NPCs, which all holy word, and heal and other various spells.


On the other hand, anyone not outlawed can walk in and act as a gate anchor, the guards inside the city are practically non-existant (with the exception of bounty NPCs, of course). As for your claims, well, the gate is posted by one champion paladin (unless they've been led out and duplicated somehow), the rest are expertish.

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If you give CoN its own priest NPCs(like a lot other tribunals do - even those that have paladins to buff up anyway), fine. If not, CoN has to put effort to get some buffs. Else it's limited to the great buffs of armor/invis/fly/infravision/shield(and at pretty low lvl). Pretty elite, right?


Others do not have the insane number of spellcasters that the CoN has available through the multitude of charms they can hold, not to mention that they can charm NPCs above their level - numbers is a factor, because while other factions may have a highlevel priest, the CoN can summon numerous of those.

And let's not even go into religious spells *snicker*

I am all for a wimp of tribunals across the board. (Hopefully starting with bounty NPCs)


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PostPosted: Thu Mar 27, 2008 9:05 am 
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Syndal wrote:
The only problem with Achernar's idea is that you would then see the number of people who join Tribunals probably get cut in half. Why join a tribunal and only get immunity as a benefit, when you can join a cabal and get 5 new skills/spells?


Dual membership!


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PostPosted: Thu Mar 27, 2008 9:42 am 
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Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
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I gotta say there was a certain particular teacher NPC in a certain particular newb section of a certain particular city that was gone for at least 2 rl days.

If this has anything to do with that, it needs fixed. Otherwise, ummm, oh well?


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PostPosted: Thu Mar 27, 2008 11:11 am 
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Achernar wrote:
I also don't think that tribunals should have any NPC that is stronger than a PC of equal level.


No tribunals do. Taslamar probably comes the closest to having a NPC that could own an equal level player character. If they were to gear Baltus up with some nice armor and a weapon, that's a holy word casting, bolt of glorying, sanctuaried, paladin NPC, I'd take him over any of the CoN's barbs any day.

Even the gbarbs in CoN with their inflated HP, couldn't take an equal level PC solo. They're like level 38, and can't be equipped, they have -no- resistances at all. Any spellcaster could just petrify/FoD/Magma them to death. The -can't- hold weapons, that leaves them to fist fight everything, they do pretty unspectacular melee damage. Anyone see that log of Syn's shaman soloing like 10 of the CoN guards -at the same time- on her own? Including one or two of our so-called "uber" NPCs? Also, since our "uber" NPCs are level 38, Fire/Air elementals are immune to their attacks. Hell those air elementals from the Cloister are way more potent than our giant barbs, screw supernatural hide, if you don't have a weapon over level 40 you can't harm those things period. Couple that with a magical based attack, I'd take them anyday.

The point is, any PC out there can take any tribunal NPC of equal level, the CoN's three good guards come as ready to go as they ever will be, and have inflated HP to make up for the fact that they can't wear weapons or armor, and really have no evasion skills or way to deal good damage. So while they're good "grab and go tanks," their maximum potential is -FAR- below that of many other champ/GM equipable NPCs that other tribunals have access too.

As for our sorcerors, I don't think anyone realizes if it weren't for them, we really wouldn't have any spellups at all. We have to charm GM priests to get access to spells that other tribunals take for granted, like a simple prayer. I honest to God could care less if they were taken out, as long as we were given some priest NPCs to make up for it. I really don't think anyone realizes how crippled the CoN would be without there 3 tanks, nor do I think anyone realizes that a normal peacekeeper templar given some armor and a decent weapon could go toe to toe with one of our giant barb NPCs, and win a fair amount of the time. After the barbs we just have a whole boatload of veteranish level crap NPCs in the Moot. The council necros are decent, but they only guard Krychire, and nobody hangs out there at all. Not to mention they can't tank anything.

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You are just getting mad because you wont have your affects list over a page long and not be able to solo an entire city, which is pretty impossible givin the number of people you killed yesterday, how you did over 21 percent damage in one hit is beyond me.


Kirsenvar, you realize you can do the exact same thing she does, right man? I'm not going to ruin Syn's "secrets(not that it's hard to figure out)" but there's a very simple reason she did that much damage in one hit to you and it's not because we have any sort of tribunal spell called "one shot Kirsenvar buff."

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I'd rather see tribunals get a good nerfing so that dual membership prevents overpowered combinations.


I'd be all for tribunal nerfs -once- dual membership is employed, and as long as it's done equally across the board. But as it is right now cabals get access to some very powerful skills/abilities, if tribunals lost what few decent NPCs they had, expert NPCs aren't going to stand in the way of a raiding hammer party for more than a round.

I guess that would all be evened out when all the CoN could join the Adepts as well....Oh wait... :roll:

I can't scroll up any farther on the topic review, but I've addressed all the points I can find. I can't help it that tribunals don't have conformity across the board, I wish they did so there wouldn't be all this senseless crying, which I really don't understand. Our high end NPCs are significantly worse than the high end NPCs that all but one other tribunal have access too, and usually those NPCs come equipped with good armor/weapons. One cabal even has better high end guards than CoN does, how unfair is that? Our sorceror NPCs are our only saving grace, wimp those and CoN loses access to any worthwhile buff, making us really just the whipping boy as far as tribunals go.


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PostPosted: Thu Mar 27, 2008 11:26 am 
That log actually makes a pretty good case for why the CoN NPCs don't need to be wimped at all. Benjamin, a few normal guards, two charmed master+ fighter NPCs, Aphrominas and Losquez, and a troll dominate, and it took them like approximately forever to get me to need to flee. Maybe it's not the NPCs though, maybe it's just Peso. :o

P.S. All the shamans in the game right now need to go die in a fire for sucking so horribly bad. :drunk:


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PostPosted: Thu Mar 27, 2008 11:49 am 
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Sypher, you seem to have misunderstood why I think they're very good NPCs. I'm not saying that they can take an equal level character, if they could, they would've been wimped long ago.

I am, however, arguing that a big hp pool (eg. being a good tank) is the primary thing I look for in a trib NPC. Hell, if you're a tribunal member and you're looking for a guard to do all the pk for you while you rest behind it, you're probably not going to be very succesful after all.

The CoN NPCs lend such an incredibly amount of durability to the caster/melee class with a reacher/rogue behind them that it's ridiculous. It's true that if the player was completely apathetic behind them, they probably wouldn't be as good as others - but that is a completely unrealistic scenario...

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So while they're good "grab and go tanks," their maximum potential is -FAR- below that of many other champ/GM equipable NPCs that other tribunals have access too.


Oh yeah, those! I'll be sure to bring mine the next time I go pk. As for the air elemental, it has a crappy hp pool - it might do more damage than the trio, but the trio far outlasts it. Something I'd much prefer, because I actually consider myself to be doing the pk, not my trib NPC ... not to mention that it is a unique NPC, compared to three.

EDIT: I'd like to maintain that I think the tribunal most in need of a wimp as it is, is the MC.


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PostPosted: Thu Mar 27, 2008 11:52 am 
They are unique! There's just three unique things. I haven't really seen the MC do anything lately, but I was under the impression that their NPCs were utterly worthless. o.o


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PostPosted: Thu Mar 27, 2008 11:52 am 
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Semantics.

As for the MC, they get a GM giant merc (or is it barb) that starts with an ada flamberge (which is hoarded most of the time, though) and a master sorc. Not to mention the highlevel hellions, some of which can be used in the same manner as you are in the moot, with charming priests and the like.

All this, on top of cabal skills/spells.


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PostPosted: Thu Mar 27, 2008 11:59 am 
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Suggestion:

Remove religions spells, summon, enchant, resurrection, final strike, gate etc. from all NPC templates across the board. Simply because they are never used in combat, anyway.


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PostPosted: Thu Mar 27, 2008 12:15 pm 
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Konge wrote:
Suggestion:

Remove religions spells, summon, enchant, resurrection, final strike, gate etc. from all NPC templates across the board. Simply because they are never used in combat, anyway.


I'd be fine with that.

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Oh yeah, those! I'll be sure to bring mine the next time I go pk.


Why wouldn't you bring your champ paladins with you? To not do so seems foolish.

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I am, however, arguing that a big hp pool (eg. being a good tank) is the primary thing I look for in a trib NPC.


I understand what you're saying, I'm simply saying that a big HP pool does not necessarily mean good tank. They take a pretty large amount of damage, but they have no evasion at all. They can dodge(poorly at that), and that's it. They have no shield block, no parry/riposte/eparry, and their supernatural hide/toughness is about the equivilent of tanso. A NPC that can actually use a shield and a weapon to evade attacks lasts just as long as the CoN NPCs, if not longer.

Case and point, I was defending the Moot against a sprite swashy yesterday, I had Derk Thoms, and Aphrominas with me, against him and his air elemental. The swashy and air elemental managed to damage derk/aphrominas just as fast as I could damage him casting spells on him, not to mention "Crackles" was completely immune to any damage by Aphrominas. By the time I finally got him to recall, both Derk and Aphrominas were sub 20% damage. That was basically a 3v2. They're really not all their cracked up to be, a NPC like Baltus or Balacha lasts just as long because of evasion techniques.


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