Shattered Kingdoms

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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:42 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Muktar wrote:
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!


Get out of gameplay now.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:44 am 
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Joined: Fri Sep 09, 2011 10:28 pm
Posts: 151
SK Character: Buttplug
I think detections last too long. They should only last two ticks. They need nerfed. It makes it pointless to play a rogue.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:46 am 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
I kind of agree. Especially since hiding sucks so bad anyways. Every time you do anything you pop out. Detect hidden in particular should only last a few ticks. And should be a held spell like sanctuary, dropping a few ticks after you cast it.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:46 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
Hey, flight lets my character fly. This is OP and should be nerfed so that my character doesn't fly when flight is cast.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:47 am 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1086
Location: DC
Yes, Ardith, you're the one who can't comprehend the concept that how easy it is to avoid/negate some things is a considered measure of its balance in conjunction with other portions in a game world, and I'm the idiot? Tell you what, I won't spoil the surprise on how to do it. I'm sure your brilliance will figure it out.

When the earth-shattering imbalance of ironguard is corrected by Dulrik, as your just and intelligent arguments make to be the foregone conclusion it is, I'll concede your correctness on the matter.

Don't mind me, or anyone here while we don't hold our breaths for this change to come through. And until then, don't mind while I presume to be correct as with all the other righteous minds here putting up the good fight against your sheer WTF.

/I wish a certain female nemesis of yours would stop cutting you off from the snapper. You seem to get a little tense when you don't get any, buddy.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:48 am 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
WickedWitch wrote:
I kind of agree. Especially since hiding sucks so bad anyways. Every time you do anything you pop out. Detect hidden in particular should only last a few ticks. And should be a held spell like sanctuary, dropping a few ticks after you cast it.


Yeah, I kinda agree also.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:49 am 
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Joined: Fri Sep 09, 2011 10:28 pm
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SK Character: Buttplug
Haste is also too strong, it shouldn't give you any more attacks, just make your accuracy go way up. NERF IT.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:49 am 
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Joined: Thu Jan 22, 2009 4:41 am
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Location: Witness Protection
SK Character: Cyndane - Talys
6 hits is way over the top.

Nobody should be able to hit my character more than once.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:50 am 
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Location: DC
WickedWitch wrote:
I kind of agree. Especially since hiding sucks so bad anyways. Every time you do anything you pop out. Detect hidden in particular should only last a few ticks. And should be a held spell like sanctuary, dropping a few ticks after you cast it.


You know, I think the real fix here is to have it so it only detects some of the hidden things in the room. Because with a spell called detect hidden, it's much too overpowering for it to actually detect the hidden. Maybe it would be more balanced if only 1 in every 6 "look" commands showed you what was hidden, and even then - only some of the things. Because, honestly, detect hidden shouldn't have a 100% success rate of detecting the hidden.

Oh, and I'm pretty sure even though Muktar completely failed on creating an equivalent burn, you're still pretty much getting laughed out of your thread on this one, Ardith.


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 Post subject: Re: Ironguard
PostPosted: Mon Jul 30, 2012 10:54 am 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Could work similar to persuade, in that when they look a check is made and if the check surpasses the skill/size/status/room conditions, then you see the hidden object/char/door.


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