Shattered Kingdoms

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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:09 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
ninja_ardith wrote:
As for the argument that elves can't do fine in the front row, my elf merc does just fine in the front row, thank you very much, and I had an elf merc prior to this named Atreidan that was just about always front row.
Yes, you had an elf merc who would have been better in every aspect if he wasn't an elf merc which you deleted and then immediately rerolled with the same faction, but with a reaching spec and a crossbow spec instead of a non-reaching spec. Huh.
ninja_ardith wrote:
Yeah, sure you can use a non-iron material weapon, but that is not what is being argued here.

Please explain to me why one shouldn't bring up the simplest counter to ironguard when debating about the strength of ironguard.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:13 am 
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Edoras wrote:
ninja_ardith wrote:
Yeah, sure you can use a non-iron material weapon, but that is not what is being argued here.

Please explain to me why one shouldn't bring up the simplest counter to ironguard when debating about the strength of ironguard.


Illogical. Your point is like saying resist elements isn't overpowering against warlock spells because you can still cast acid blast. Acid blast isn't affected by resist elements, therefore, resist elements is not overpowering.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:17 am 
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Ah, logic.

Except warlocks don't get acid blast. Anybody with an iron weapon can easily uh. You know. Use a different weapon.

In fact, you kind of have to go out of your way to use iron weapons.

Man, come on, Ardith. Have the decency to just rage delete like the rest of us and stop with the fountain of tears.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:23 am 
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WickedWitch wrote:
Ah, logic.

Except warlocks don't get acid blast. Anybody with an iron weapon can easily uh. You know. Use a different weapon.

In fact, you kind of have to go out of your way to use iron weapons.

Man, come on, Ardith. Have the decency to just rage delete like the rest of us and stop with the fountain of tears.



Uh, have you heard of wands/staves/scrolls? I can guarantee you a warlock can get hold of acid blast. Just because it's not immediately on their spell list doesn't mean that they're SOL.

Also, I don't rage delete when something doesn't go my way, something isn't working right, I die and get my loot junked. It's not time for a new character for me when any of that happens. I'll be happy to help you roll a new character by junking Cyndane though!


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:26 am 
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Dude, seriously, there's no nice way to put this, but I'll try.

You're arguing against a spell that exists only to inhibit one (1) material in the game. You're proposing that this spell, something that requires concentration and mana, or time spent brewing, should be partially ineffective against this sole material it was designed to protect against. It existed before racial weaknesses were even put into the game for the purpose it has now, and racial weaknesses were put in blatantly knowing this spell existed and it was even buffed instead of nerfed (to include steel). This material it protects against is not unique, and it is not overpowered - in fact its most powerful form breaks against the most average of armors, including tanso steel. What is the point of the lines of code this spell takes up, if it doesn't affect in any worthwhile measure the only material it is designed to affect? It does scale with the level of the spell - jman warlocks are not immune to your level 30+ iron weapon, anyway. It scales as you get it to reduce damage until 50, where you become immune. Does this crusade sound as idiotic to you now as it does the rest of us, yet?

No? Well, keep reading. You will catch up to the rest of the kids eventually.

You're bringing up other defensive spells now. You're also talking about sprite and elf sorcs being able to sleep with charm person. You whined so hard about straw men earlier, and start popping them down left and right here to sound...I dunno, less fail than you really are. Sprites and elves can sleep with 1 charm, and this fact means that their stats are not inherently worse for said class than other races? Because sprite swashbucklers have adequate HPs to or STR to be even remotely worth the effort in rolling one, and won't be deflected off of unenchanted adamantite? Another straw man, too - who said elves are bad in the front row? Anyone can play anything with enough decent gear and mass preparation (and 50 vials of word of recall/spam retreat x50, amirite lolol).

The point of the matter is the only thing this does is keep you from doing 150% damage to races with the weakness to iron. That is the only purpose to this spell. In any and every other circumstance, if doing 150% damage with iron is not possible because you are fighting a different race, there are more than half a dozen other materials better suited that are plentiful that everyone can, will, and already do use - making this spell useless in circumstances other than racial weaknesses, or fighting guards (and, #&*$ guards and NPC wars, so I'm okay with that part, too.)

You're being an idiot for using more strawmen out of one side of your mouth as you complain about them from the other, on top of already being an idiot for making a plainly foolish case against a spell that exists only to do what it is doing right now. It's plain and simple: this spell only exists to stop iron. There is absolutely not one reason anyone can conjure that argues against its current nature of increasing damage resistance as you level, until 50 where you hit immunity. It exists to do exactly what you're arguing it shouldn't be able to do. If you are going against someone with ironguard, tell you what, i'll make it easy for you:

Code:
  * Heavy Armor --  adamantite, diamond, gemstone, iron, obsidian, platinum,
     steel, stone, tanso steel, cold iron, jade
  * Light Armor --  amber, brass, bronze, china, clay, copper, crystal,
     flesh, food, glass, gold, ice, ivory, leather, meat, mithril, pearl,
     plant, scale, silver, supernatural, wood, dragonscale
  * Clothing --  cloth, energy, feather, flame, fur, ink, paper, parchment,
     rubber, silk, suede, vellum, water


There's a list to help you plan one of the other materials you can use in your next master-strategy gank. Get out of here before you hurt yourself, sunshine.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:30 am 
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SK Character: Cyndane - Talys
:lol:


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:35 am 
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Next threads:

Stone Skin - three rounds of immunity to non-magical weapons is too much, please remove/nerf

Protection - too much damage reduction from the opposite aura, please remove/nerf

Bow/Crossbow - being able to shoot from a room away is totally broken, please remove this ability to only work in the same room.

It's called tactics, buttercup. If you can't avoid the damage reduction ability of the most simple to avoid spell in the game, I'm not sure where else our conversation and time together can go.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:37 am 
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Jerin, you've been away from the game so long that you have no [REDACTED] clue what you're talking about. I decided to address your idiotic illogical arguments, and you think you can counter me? Whatever.

Dulrik is trying to move the game toward where people are using less adamantite/diamond weaponry, into a game where we're using tanso, etc. Cold iron was also introduced which has higher brittleness and hardness than normal iron, and the wearing down of materials was made more difficult. The most recent code change where weapons don't drop under doing 50% damage is more evidence of the shift toward that change.

I don't have time to argue with the vast amounts of stupidity you guys are arguing though. I'll just see you at the QQ thread when there's a vast amount of material wimps in the game.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:40 am 
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Whatever, indeed!


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:42 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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Wait, Jerinx, you forgot the most important one! RE in regards to Giants and Centaurs! How am I supposed to call lightning/fireball them or on centaurs use the flaming halberd! OMG, too powerful to negate all elemental damage!

Needs to be Nerfed, and Now!


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