Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Centaur Barbarians.
PostPosted: Tue Apr 21, 2009 5:35 pm 
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Joined: Mon Nov 15, 2004 9:03 pm
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So I decided to play about with the new MR barbarians, and I quickly realized..
Centaur barbarians that train MR basically forfeit travelling away from the main continent, as they are unable to mount flying pets and will not retain a flight spell.
Now, as much as I like this new build. I have to say that is a HUGE disadvantage in all aspects, that one will have to rely on magical transport and hope that wherever they go they will not need flight. It also cuts off a large amount of areas in the game from the character.

Unless I've made a mistake and suppression doesn't remove the flight spell when finished like the helpfile suggests it would.
What is everyone elses thoughts about this?


PS.
Yes I realize it is only one class/race combo that is really affected by it, but I like centaurs :(


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PostPosted: Tue Apr 21, 2009 7:16 pm 
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Location: the place in-between
I'm guessing it's a slight trade off..centaurs get huge amounts of PE anyhow...perhaps summons and gates is the answer for no flight.

Unless MR affects those to. Then yer screwed.


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PostPosted: Tue Apr 21, 2009 7:28 pm 
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Just thought, minotaurs probably have the same problem.

It is a huge trade off already, MR barbs cannot get any buffs like GS/Haste/Sanc/Armor etc. And so are already disadvantages. But certain areas in game, like the ToM are only accessible if flying. I definately wouldn't have gone MR if I had thought of this beforehand.

To be honest, I'm not really sure if there is any solution to this.
But completely blocking off certain areas of the game, especially one of the best levelling areas, the inability to cross lava and sky areas. Is a really, really big loss. Even to RP opportunities aswell.


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PostPosted: Tue Apr 21, 2009 7:56 pm 
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Joined: Tue Mar 18, 2008 3:22 pm
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SK Character: Ain
But you also GET rp opportunities from not being able to do those things. At any rate, we're aware of this. I'm not certain whether we've reached a consensus on whether or not it will stay as such.

I don't believe minos have this problem because they can mount things. They have hooves, sure, but they're bipedal.


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PostPosted: Tue Apr 21, 2009 9:10 pm 
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Scripted items that horses can wear that are rare and will bypass MR


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PostPosted: Wed Apr 22, 2009 5:30 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
Anyone who trains 10 MR is completely screwed and is going to suck 5 times as much as someone who never trained it at all and instead put those 10 into HP/WIS.

A barb who trained 10 HP instead of 10 MR will completely wipe the floor with a fully MR trained barb because of GS/Haste/Armor and more HP. Same with mercs. It won't even be a contest.

A sorc will hurt the barb a decent amount because even his charms will have GS/Haste/Armor, whereas the barb won't.

A warlock still has magma which ignores MR.

A necromancer still just raises 15 wraiths and 1 rounds the barb.

Priests are the only people that are really put at a disadvantage, but if you're a barbarian that can't beat a priest without training MR, then you're probably bad enough to lose to a priest anyway.

The only -real- viable build with an MR barb is to train 5 or so MR, enchant a suit with majority MR, MP and fort, and just carry around a lot of extra buff items that you have to remove your armor and use repeatedly before each fight until they bypass your MR.



What's my point? Yeah, the RP is cool, but honestly when it comes down to it, that RP isn't quite as fun when you realize that in group situtations you end up being a big inconvenience. I really enjoyed the RP of a gnome hammer merc, but I couldn't stand getting owned by any NPC with a blunt weapon unless I had GS/Haste.


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PostPosted: Wed Apr 22, 2009 6:50 am 
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Location: Rhode Island
SK Character: Walthur
I think it should be MP instead of MR that you can train.


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PostPosted: Fri Apr 24, 2009 5:53 pm 
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I think buff spells should just be tweaked to hamper the character even more when they wear off, along with a shorted duration.


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PostPosted: Fri Apr 24, 2009 6:35 pm 
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I'm liking Sklz's idea.


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PostPosted: Fri Apr 24, 2009 7:16 pm 
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agreed, people are too dependent upon buffs as it is. A mild hit to constitution isn't enough. Bring it back to where it ages your character by a year :P Just joking.

No though, one of the main reasons melee is so dominant in the game is because of bash + the buffs. The enhanced damage they're capable of putting out with max buffs and an enchanted weapon is nuts.

Personally, I think buffs shouldn't put a character past their maximum stat allowance. What I mean is, if a human has a max of 23 points in strength, Giant strength shouldn't buff it to 25 . With max Gstr and Haste, you end up with a human merc that has the strength of a giant (25) and the dexterity of a sprite (25) which makes for some really, really wacked damage output. It also makes it less desirable to play giants and such because Humans are just predominantly better? Honestly, why play a giant barb when a Human barb has max dex AND strength. Not to mention, have a sorc use enlarge and viola, giant human running amok.

If it DOES push it past the max, I say maybe 1 point at the most. Or if it's going to max it out like it does, it needs an equally detrimental side affect to it. As it is now, a slight hit to con is a joke. How about making it half a person's con? Or temporarily taking them down to 5 con for a while. Or instead make it directly affect their HP pool and have the fatigue hit them where it really hurts. Cut their maximum HP in half or so.


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