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Idea: Remove the HP cap. https://shatteredkingdoms.org/forums/viewtopic.php?f=22&t=17981 |
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Author: | witherwood [ Sun Oct 05, 2008 10:35 pm ] |
Post subject: | Idea: Remove the HP cap. |
I don't remember if the caps came into play with the advent of art, or with mentor points...but I don't really see a need for hp caps, and I'd like to be able to put more than like three trains into a sorc. I can see why mana and art caps are needed...you really don't want someone just sitting back tooling people with voodoo all day, and you don't want to make saves meaningless. As for HP though...I think it just adds more variety to builds. Now, I'm not 100% sure, but I think you can only get one mentor point a month. If that's the case, I don't see a problem with someone dumping all their mentor points into hp. If a dwarf merc has been around a really long time, I don't see why he shouldn't benefit from it. I believe it would be helpful to the game to have more benefits for playing an active long term character. Note: It would also be nice to see the caps for mana and art set to the max of what they are now. It would allow some variety in your build. |
Author: | sleeper [ Sun Oct 05, 2008 11:04 pm ] |
Post subject: | Re: Idea: Remove the HP cap. |
witherwood wrote: Now, I'm not 100% sure, but I think you can only get one mentor point a month.
Less so, actually, given the fact that the MUD reboots every 6-8 weeks lately... sleeper |
Author: | Achernar [ Mon Oct 06, 2008 2:10 am ] |
Post subject: | |
The issue is necromancers and warlocks. |
Author: | BoG4u [ Mon Oct 06, 2008 10:54 am ] |
Post subject: | |
That would be too overpowered. A necro would be able to take one more arrow or flamestrike and the animates could take (upto) three holy words instead of two before the damage kills them outright. |
Author: | witherwood [ Mon Oct 06, 2008 12:57 pm ] |
Post subject: | |
Wouldn't that have been a factor before as well? I bet that plenty of necromancers would still be hot for art, and therefore wouldn't have all that many points to spend on hp. I can sort of see it for warlocks, but if even unlimited hp is considered too high, it'd be nice if you could set up a nice hp base. It'd be nice for casters to have the option to have a bit more protection from voodoo and the like. Note 1: If the elemental and undead hp pools is really a problem, it shouldn't be too hard to change their equations to use the character's con, instead of hp, to decide their hps. Note 2: The main balance issue with warlocks would probably be that they don't need art with magma, and would probably just dump hp (though some would still probably go mana). Even if we can't get the caps removed, can we get them raised a decent bit? There isn't much that 3 hp trains are going to do for you, generally. |
Author: | Muktar [ Mon Oct 06, 2008 1:19 pm ] |
Post subject: | |
Non-front line fighters are not meant to have lots of hp. I can't think of a game that gives those types of classes lots of hp. This is a horrid idea. |
Author: | witherwood [ Mon Oct 06, 2008 1:56 pm ] |
Post subject: | |
Muktar wrote: Non-front line fighters are not meant to have lots of hp. I can't think of a game that gives those types of classes lots of hp. This is a horrid idea.
...SK used to have this possibility, actually. It wasn't until a couple of years ago that caps were put on. Anyhow, it's still not "lots of hp" for casters, as I'm pretty sure class has a large part in determining your base hp. So even if you do dump 20 or so hp trains in, I would expect you to have about the same hp as a hellion or scout with minimal or no hp trains. You're still not a fighter, you still won't really take a hit. It only offers another possibility in a character's build. Maybe my memory is rusty, but I don't recall people screaming about the overpowered hp pools of casters back then (even after the weapon change). Kynthenutius was the last necromancer I knew who put in a decent amount of hp trains...and he wasn't any more dangerous than most of the other necros at the time. |
Author: | Ezeant [ Mon Oct 06, 2008 2:12 pm ] |
Post subject: | |
Someone help the noob: What's a mentor point? What'cha talkin' 'bout? |
Author: | ninja_ardith [ Mon Oct 06, 2008 2:18 pm ] |
Post subject: | |
Muktar wrote: Non-front line fighters are not meant to have lots of hp. I can't think of a game that gives those types of classes lots of hp. This is a horrid idea.
spellcasters like sorcerers have always benefited more from extra hps than melee classes like mercenaries. |
Author: | Syndal [ Mon Oct 06, 2008 2:21 pm ] |
Post subject: | |
![]() Basically you have like a bar...that fills up a little bit everytime you teach another PC a skill or spell. When the bar fills up(teach lots) you get a bonus ATT point, at the next monthly reboot(not a regular reboot). And there is no way to check your progress towards getting a point, and you can't get more than 1 per reboot, though I think you can fill up the bar repeatedly, meaning you can get 5 points worth in one month and stop teaching, and you'll get a point for the next 5 reboots. (Not sure on that last bit.) |
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