Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sun Nov 12, 2006 12:43 pm 
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While it isn't my place to critique anyone's RP or tactics here, I will say this:

In a perfect world, many of the advantages the FotWS potentially enjoy would be tempered utility-wise by the group's traditionally-restrictive RP, their conceptual 'distance' from the political concerns of the world at large. I don't recall anyone bothering to complain about this skillset back when some of our more PK-happy players were still treating the idea of the cabal as an irrelevant joke for this reason.


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PostPosted: Sun Nov 12, 2006 12:55 pm 
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TheCannibal wrote:
I didn't think the fist set was too overpowered until I got jumped by a sorceror in melee and he put out more damage in melee than any merc or barb, even giants, than I've ever encountered. Anytime a sorc can drop you in 2-3 rounds of MELEE combat when you have a full energy suit with greater mp is just rediculous.


The fact that a sorceror went to meele combat is something you should be so happy about beyond measure. The exact same tactic kicks a sorceror in melee as a Fist in melee. O all bash.

The only place where the old bash tactic fails is in group combat if you cant use a new tactic against Fists in group combat what makes you think you will do any better against a group of barbs or mercs.

As for eight attacks you need a high level Haste spell last I checked cant get it from a potion need a caster.

As for a sorceror dropping you in melee combat in 2-3 rounds. Which I would say was at least three rounds at least because it would take one round to fire up their skill. If you attacked then would have to be in response to your attack. If they attacked then they have lag from kill command (both of which where a chance for you to have them bashed). Even so c pet most likely would have been quicker. Dont forget a sorceror/priest using fist skills in no way stops quaff heal.

The problem is as simple as learning to deal with the threats. Fist skills have not been in their updated form for very long and use in PKs is limited due to RP for most. So people have not built tactics to beat them. Back before the Fist changes I was told time and time again you just need tactics to use the Fist skills good and this was disproved player after player. You could use Fist skills to get a kill but you where better off just using a weapon. What is the point of Fist unarmed skills if you are better off using something different in all situations. Im all for removing their haste ability completely if you can use their other abilities while using a weapon and giving them something useful outside of combat till they get something useful out of combat they should be exactly what you people are complaining about melee kings.
Sure 8 attacks while GM hasted might be a little powerful but dropping the non hasted attacks will make the skills less useful unless fully buffed. You only need to drop the hasted number attacks from 8 to 7 one extra from haste.


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PostPosted: Sun Nov 12, 2006 1:05 pm 
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Thuban wrote:
While it isn't my place to critique anyone's RP or tactics here, I will say this:

In a perfect world, many of the advantages the FotWS potentially enjoy would be tempered utility-wise by the group's traditionally-restrictive RP, their conceptual 'distance' from the political concerns of the world at large. I don't recall anyone bothering to complain about this skillset back when some of our more PK-happy players were still treating the idea of the cabal as an irrelevant joke for this reason.


Great roleplay, whether individually or as a cabal, is not justification for overpowered abilities. Even if the FIST roleplayed as pacifist monks that rarely engaged in pkill, their skill set would still need to balanced.


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PostPosted: Sun Nov 12, 2006 1:26 pm 
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your finny's right kids...


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PostPosted: Sun Nov 12, 2006 8:24 pm 
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jerinx wrote:
Fist have always been able to deal more attacks out than normal players. Always.


That's not true. I seem to recall the old haste not stacking with a certain cabal skill that the fists have available to them. Non-Fist PCs used to be given the additional 2 attacks over Fist PCs. I think the change to haste was just an oversight on Dulrik's part. He now has the chance to rectify that. Also, a certain Fist cabal skill didn't work so great for all of the classes out there. My paladin only had the capability to get up to 4 attacks in total, while classes like the mercenary could get 6.

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It has to do with the fact, that why do you wimp something that is outplayable by the average player? Necromancers can get 50 animates, I don't see tearful rivers flying over that? I don't see anyone saying that smart Hammer paladins have the potential to be absolutely unkillable, that it needs to be changed to a % chance rather than complete immunity? 8 is a big number, too big for SK! It must be lower. The actual damage the skill causes is inconsequential, 8 is just so large!


People have been QQing about the number of undead that necromancers can produce. But honestly necromancers are not the end all, be all class. I don't even understand what relevance that a "potential to be absolutely unkillable" has. The original argument was crying about giants in the Fist, which I believe to be ridiculous. The only problem is that I believe that nothing should get over six attacks. Fists got up to six attacks before that and were limited to six attacks, until the change to the haste spell where they incidentally gained the ability to reap an additional two attacks.

But there's also no needed to go through all of these silly suggestions that a lot of players are suggesting. Personally, I don't believe that the Fists are overpowered. But I do think that the skill set could use a tiny bit of adjustment. Overall, it'll be a tiny affect that isn't going to hugely nerf the cabal. Just look at the benefits that you already get, a free GM level weapon if you bother to level yourself that high.

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This is one of the more useless of suggestions that has ever gained momentum here on the forums. It's a cry thread hidden amidst the sheep of game balance. I've partaken in many of them myself, I'm not one to cast the first stone, but it's fact.

I consider overpowered something that requires more than one player to kill, and the average player is incapable of dealing with. Multiple instances of that rests inside the game now, and are considered normal every day things.

The fist skillset requires one warrior with heavy armor aiming mid with a two handed weapon, and enough skill training to survive a handful of rounds, and dirt kick.


If the average player could deal with most anything then they wouldn't be average.


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PostPosted: Sun Nov 12, 2006 9:09 pm 
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FinneyOwnzU wrote:
Sklz711 wrote:
The main argument I see is more of a question of where do you stop the wimping of cabal abilities at?

Either way, wimping the Fist seems fairly asinine


No, it is seems pretty logical. When any given spell or skill, cabal or otherwise, is too powerful, common sense dictates that it be modified in such a way to make it balanced. Allowing FIST to get eight attacks per round is not balanced, while five or six attacks, all things considered, is a step in the right direction.

Fortunately, Dulrik has common sense. Many posters on this thread do not. Almost every poster agrees the skills are too powerful, yet a vocal minority believe they should be allowed to keep an unfair advantage because balancing their skill set would hurt the cabal’s ability to recruit and sustain members. If the FIST is unable to maintain a decent membership roster without overpowered skills, too bad - they need to get better leaders.

If there are other cabal abilities that are too powerful, I believe Dulrik should review those as well, on a case by case basis, and make changes as necessary.


Here is the thing though, you're calling it an unfair advantage when I think it is just an advantage.

Should we disallow grey aura warlocks in Midnight due to their ability to attack with pretty much zero threat of retaliation?

Should we get rid of mimic because it takes away all tribunals ability to effectively police their city against Harlies?

Here is the key point I'm trying to illustrate, and a point I seem to be having an issue making. Every single one of the Fist abilities is focused at a single point. There really isn't going to be a variety in what you see from them, so every time you go up against them you ARE going to see that "powerful cabal ability" which is actually 3/5 of their skillset.

To make it very concise, lowering the Fist to 6 attacks wouldn't be the worst thing in the world to happen. However, they should be compensated in some way to make up for the loss of power. Take the power of those 2 attacks off, and give them a more utilitarian ability. That or as I said before, simply give the other cabals a slight/moderate buff.

It isn't the overall power of their skill set that is at issue here, it's that every bit of their power is focused on a single point like a shaped charge. It's either going to penetrate completely, or dissipate harmlessly. That's the way it is now, and the way it'll be after a nerfing down to 6 attacks except it'll penetrate much less often.


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PostPosted: Sun Nov 12, 2006 9:25 pm 
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Sklz711 wrote:
Here is the thing though, you're calling it an unfair advantage when I think it is just an advantage.

Should we disallow grey aura warlocks in Midnight due to their ability to attack with pretty much zero threat of retaliation?

Should we get rid of mimic because it takes away all tribunals ability to effectively police their city against Harlies?

Here is the key point I'm trying to illustrate, and a point I seem to be having an issue making. Every single one of the Fist abilities is focused at a single point. There really isn't going to be a variety in what you see from them, so every time you go up against them you ARE going to see that "powerful cabal ability" which is actually 3/5 of their skillset.

To make it very concise, lowering the Fist to 6 attacks wouldn't be the worst thing in the world to happen. However, they should be compensated in some way to make up for the loss of power. Take the power of those 2 attacks off, and give them a more utilitarian ability. That or as I said before, simply give the other cabals a slight/moderate buff.

It isn't the overall power of their skill set that is at issue here, it's that every bit of their power is focused on a single point like a shaped charge. It's either going to penetrate completely, or dissipate harmlessly. That's the way it is now, and the way it'll be after a nerfing down to 6 attacks except it'll penetrate much less often.


If you think a particular cabal ability is too powerful, make a thread and provide your reasoning as to why. As evidenced by this thread, Dulrik reads the forums and he is open to making reasonable changes.

By your comments in this thread, it is fairly obvious you have a character in the FotWS, which is clouding your judgment and biasing your opinion.


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PostPosted: Sun Nov 12, 2006 9:44 pm 
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FinneyOwnzU wrote:
Sklz711 wrote:
Here is the thing though, you're calling it an unfair advantage when I think it is just an advantage.

Should we disallow grey aura warlocks in Midnight due to their ability to attack with pretty much zero threat of retaliation?

Should we get rid of mimic because it takes away all tribunals ability to effectively police their city against Harlies?

Here is the key point I'm trying to illustrate, and a point I seem to be having an issue making. Every single one of the Fist abilities is focused at a single point. There really isn't going to be a variety in what you see from them, so every time you go up against them you ARE going to see that "powerful cabal ability" which is actually 3/5 of their skillset.

To make it very concise, lowering the Fist to 6 attacks wouldn't be the worst thing in the world to happen. However, they should be compensated in some way to make up for the loss of power. Take the power of those 2 attacks off, and give them a more utilitarian ability. That or as I said before, simply give the other cabals a slight/moderate buff.

It isn't the overall power of their skill set that is at issue here, it's that every bit of their power is focused on a single point like a shaped charge. It's either going to penetrate completely, or dissipate harmlessly. That's the way it is now, and the way it'll be after a nerfing down to 6 attacks except it'll penetrate much less often.


If you think a particular cabal ability is too powerful, make a thread and provide your reasoning as to why. As evidenced by this thread, Dulrik reads the forums and he is open to making reasonable changes.

By your comments in this thread, it is fairly obvious you have a character in the FotWS, which is clouding your judgment and biasing your opinion.


And by that comment, you've proven you lost your ability to have any real insight a long time ago.

Care to make any other assumptions Kreskin, or is one swing and a miss enough? I don't have a character in the Fist.


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PostPosted: Sun Nov 12, 2006 9:49 pm 
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"The fact that a sorceror went to meele combat is something you should be so happy about beyond measure. The exact same tactic kicks a sorceror in melee as a Fist in melee. O all bash. "


last time I checked, only barbs and mercs can bash.

Other classes have to have pets, which I didn't at the time.


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PostPosted: Sun Nov 12, 2006 9:55 pm 
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TheCannibal wrote:
"The fact that a sorceror went to meele combat is something you should be so happy about beyond measure. The exact same tactic kicks a sorceror in melee as a Fist in melee. O all bash. "


last time I checked, only barbs and mercs can bash.

Other classes have to have pets, which I didn't at the time.


Don't forget that even if you did, the Fist member could have removed it from the room.


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