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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sun Aug 12, 2012 5:24 pm 
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Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
Muktar wrote:
If eq disparity between the rare and slightly more common was decreased, will that help or hurt pk? (I know I suck at pk hence I am asking)

It might be PK happen for PK's sake instead of for the reason of THEY HAVE LOOT I WANT

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I also totally agree that unless it is sacred equipment, no scripts!

This is too extreme.

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As stated in another thread, fix centaurs! Fire is already the most common damage, why in the hell does someone need to get wtf owned by it?

Technically, iron is the most common damage. Negative energy is also surprisingly abundant.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sun Aug 12, 2012 11:06 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
jhorleb wrote:
I hope it takes a very long time for this to make it to the top of the change list (taking away tribunal buffs). If you do get around to it, there are some spells that will need to be made available to other classes/in other ways, such as shrink/enlarge. There are very often times in the game that you can't find a sorceror for miles. And diamond, adamantite, and energy items cannot be resized by normal means.

It's the same as with the holy symbol spell - the size of the player base does not support having it be so rare (though it's good that you're decreasing the importance of holy symbols).


I heavily disagree with you. Sorcerers are trash now. Everything they can do, someone else can do better. Charm person is trash compared to control undead/animate dead. Tribunal members can do shrink/enlarge. Priests can do enchant/gate/summon/locate object/identify, and get resurrection and brew on top of that. Everything they can do, some other class can do. I'm not surprised so few players play sorcerers currently on the light, and dark, and grey sides. They're not needed. Shrink and enlarge are one of those things that give sorcerers value. If you take them away from tribunals then people will suddenly *need* sorcerers, especially giants and sprites. Right now, the only things they really bring to the table is giant strength, and haste. Well, tribunal members get those buffs too.

I'm always going to be on the side of PC sorcerer > than NPC sorcerer though. Obviously I have that bias. I am sure though, that if tribunal members lost these perks, people would definitely see the need, and start playing this class.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sun Aug 12, 2012 11:13 pm 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
I dunno, I still think sorceror is a great class. Just on account of survivability. Changes have screwed them over more than the fact that they are "inferior" mechanically.

Remove Compulsion sucks, as does the concentration requirement for devices.

Edit : Granted, the thing that makes sorcs great aside from survivability is devices like CoC/acid wands/etc. Which other casters have access to. So bleh.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Mon Aug 13, 2012 3:57 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
Having a good sorcerer on your team is invaluable.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Mon Aug 13, 2012 9:48 am 
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Joined: Sat Oct 01, 2005 11:32 pm
Posts: 424
Sargas wrote:
It is a beneficial change to make because, right now, the only real way to "save" yourself is to have word of recall with you. People don't even try getting away normally, they just quaff to safety. People don't go into fights with the intent to finish them, they just want to see if they can swing it in their direction before they make the decision to word away or not.

Either way, you have a very odd way of viewing how the game works. Forcing people to stay and fight also means the vets -- who will be the first to quaff away if the fight turns sour -- will also die more. This means that fights will go from being mostly engage, combat, recall, to engage, combat, flee and attempt to shake followers, or engage, combat, finish.

As for enchanting: shrug. You must not read the forums much.


With some recent combat changes second and third row players already have a hard time escaping a fight without WoR. I've noticed that flee doesn't work nearly as often as it used to. And not being able to walk away because I have auto assist off and haven't thrown a spell or fired an arrow is frankly [REDACTED]. I miss being able to have the tactical advantage of leaving my pet behind so I could escape without needing WoR. Would this make me more vulnerable in the short term, yes. Would I still be close by, yes. Would I be speed quaffing WoR, no.

A nerf to quaf or to WoR in general won't help Pk imo.

As someone who plays an adventurer class and has been told ICly and OOCly that it's not beneficial to take me along because my class doesn't offer anything it's a little frustrating. I think the classes all need to be looked at and rebalanced. The unfortunate thing here is that unlike some MMO type games there isn't a separation of PvP vs PvE. So balancing skills for both is a pain. But it's something that needs to be done.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Mon Aug 13, 2012 11:39 am 
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Joined: Wed Mar 25, 2009 10:11 am
Posts: 941
Malhavoc wrote:
As someone who plays an adventurer class and has been told ICly and OOCly that it's not beneficial to take me along because my class doesn't offer anything it's a little frustrating.

A little? I'd be VERY frustrated if that happened to me. I'd like to think that all classes offer something to a group. Sicne we were just talking about Sorcs, would I be right in assuming that's what you play?

As far as balancing things in SK... well, I have some ideas, but I doubt the community would like them, also, I'm not exactly known for my expertise on mechanics. In the end, it'll be impossible to satisfy everybody.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Mon Aug 13, 2012 11:44 am 
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Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
I will admit that having a scout or rogue would not be very interesting to me if i was going to go PK -- they'd have limited uses, IMO. A bard, however...


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Mon Aug 13, 2012 11:49 am 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Scouts are great in PvP, you guys are crazy.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Mon Aug 13, 2012 11:58 am 
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Joined: Wed Jun 13, 2012 1:14 pm
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SK Character: Sargas
They have potential, but they are kind of lackluster. That said, they're not rogue/swashbuckler, which I, as a player, feel could use a little love.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Mon Aug 13, 2012 12:06 pm 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
Bards are super useful but really squishy. The add a great deal of utility but go splay very easily and are the first target of anyone good at pk.


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