Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Mon Feb 24, 2025 1:22 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Griffon Innates
PostPosted: Fri Mar 18, 2011 12:16 pm 
Offline
Mortal

Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
I suggest an update to the griffon racial skills. The current ones do a lot to support Journeyman levels and below, but aren't that exciting later on, where most of the game is played. Getting extra attribute points is one of the best bonuses, but griffon classes tend to either fighting or magic, with relatively little need for attributes in multiple areas. And if a griffon is down to buying +mana, any of the slots a griffon misses could do that far better. Is it within reason to add skills that reward griffons for spending more on attributes?

Innate spears would encourage points in STR. I'm not much for griffon weapons, but the race's mass and speed suggests they could be good lancers. And if spellcasters had a more powerful extended-length weapon than polemaces, strength would be more of an asset. This addition also does nothing to help users of certain power weapons or cabal skills.

I'm less sure about a spell to encourage INT buildup. Bless seems about the right power level, but I'm not sure the concentration requirement is high enough. Shield seems the right concentration level, but it's been too long since I used it to be sure about its power.

It's not that current griffons are terribly bad, or that they need to be a good choice for power. But having a race defined mainly by weaknesses at high level just discourages making one in the first place. It'd be nice to see something that makes them play differently than more standard races, without being impressed into a certain cabal. (And even in that cabal, it's not as if everyone doesn't have the same skills.)


Top
 Profile  
Reply with quote  
 Post subject: Re: Griffon Innates
PostPosted: Fri Mar 18, 2011 12:27 pm 
Offline
Mortal

Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
If you are a caster, INT, WIS, CHA, CON, DEX, MANA, ART, and HP will always be useful.

If you are a warrior, STR, DEX, CON, HP, WIS will always be useful. INT will be useful if you're in a cabal. CHA will be useful if you're in a trib.

Having extra stat points is already pretty useful regardless of what your class is.


Top
 Profile  
Reply with quote  
 Post subject: Re: Griffon Innates
PostPosted: Fri Mar 18, 2011 12:35 pm 
Offline
Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
From what you're saying, you want to see more diverse griffons with end game options, and suggest adding innate abilities to make every griffon more MAD in order to do so? :o


Top
 Profile  
Reply with quote  
 Post subject: Re: Griffon Innates
PostPosted: Fri Mar 18, 2011 12:48 pm 
Offline
Mortal

Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
Baldric wrote:
If you are a caster, INT, WIS, CHA, CON, DEX, MANA, ART, and HP will always be useful.

If you are a warrior, STR, DEX, CON, HP, WIS will always be useful. INT will be useful if you're in a cabal. CHA will be useful if you're in a trib.


Useful enough that you'd forfeit equipment slots for some extra attribute points? That's the deal griffons make by default.

And again, if you're spending an attribute point to get MANA +1, when you can get MANA +4 with just one additional slot, and put enchantments on that item besides, you're making an extremely poor deal.

I don't pretend to be a good with mechanics or PK, and griffon RP is fun despite the problems. But I think I can tell which is the short end of the stick here.


Top
 Profile  
Reply with quote  
 Post subject: Re: Griffon Innates
PostPosted: Fri Mar 18, 2011 12:52 pm 
Offline
Mortal

Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
The MANA train is very very VERY different than an magical energy enchantment. Magical energy only gives you magical energy while mana increases the rate you regenerate the mana. Something else I'm sure, I just don't remember.

Unless I'm mistaken, there are no items that have a MANA train equivalent enchantment.


Top
 Profile  
Reply with quote  
 Post subject: Re: Griffon Innates
PostPosted: Fri Mar 18, 2011 12:56 pm 
Offline
Mortal

Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
You're definitely correct in your assessment that griffons get the short stick. They are definitely weaker than the other races. I thought this was intentional, though. The trade-off is that they require little prep-work to be viable and are easy to level, but at their most powerful they are weaker than the other races at their most powerful.


Top
 Profile  
Reply with quote  
 Post subject: Re: Griffon Innates
PostPosted: Fri Mar 18, 2011 1:11 pm 
Offline
Mortal

Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
I once had an ex-Imm try to argue that griffons are a suitable counterbalance for necromancers.

It's not really related to this topic, but I thought it was fairly amusing.


Top
 Profile  
Reply with quote  
 Post subject: Re: Griffon Innates
PostPosted: Sun Mar 20, 2011 12:31 pm 
Offline
Mortal

Joined: Mon Apr 06, 2009 2:36 pm
Posts: 229
The only thing that discourages me from playing a griffon is their light alignment.

They're meant to suck. It's in their help file. Being a fan of griffons and having played a few, they're fine in terms of PK strengths and weaknesses. In terms of RP, they need dark alignment.

Cannon fodder can counterbalance necros to a certain extent. Probably at the cost of training MR. Or numbers, dual ambush hurts. So I'd have to agree with the ex-Imm.

I bet a griffon scout in a trib w/paladin NPCs could whoop a necro. Roll a necro, I'll roll a griffon scout. I'll flip you like flapjacks, yo! :rant:


Top
 Profile  
Reply with quote  
 Post subject: Re: Griffon Innates
PostPosted: Sun Mar 20, 2011 2:46 pm 
Offline
Mortal

Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
A griffon tribunal scout sounds like a terrible race choice, thanks to limited charisma and the resulting order lag and NPC limits. Which is sort of the point: playing a griffon involves more mechanics-induced pain than fun. Even if "meant to suck" is going to be inserted into the help files, can't they at least do that in a more fun way?

I don't believe that added skills of this level would affect PK much, but they would make griffon PvE more enjoyable.


Top
 Profile  
Reply with quote  
 Post subject: Re: Griffon Innates
PostPosted: Sun Mar 20, 2011 3:52 pm 
Offline
Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2769
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
I had a griffon scout in the Peacekeepers and he was very decent. My only gripe is that their potential is extremely limited.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 146 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group