Shattered Kingdoms

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PostPosted: Mon Apr 14, 2008 5:58 am 
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I have to agree with all the ideas presented by Finney to balance pk.
His idea as to how to handle the enlarging problem, I liked as well as it opens opportunity to tweak races individually for how much damage they may give not dependant of size - eventually leading to even more versatility in gameplay.

Please, Dulrik and people responsible in pointing out what matters are urgent in coding. This is a great idea!
I know that imms don't like having errors pointed out by finney and his know-it-all persona, but he is right. He really, really is!

Thank you.
Cake..
..caaake.


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PostPosted: Mon Apr 14, 2008 11:32 am 
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I agree with this as well. I played a Hellion of Fear and had the full suit of adamantite sacred armor. I attacked a giant, cleaved him in fact with a landy that was fully enchanted.

By the time it was all said and done with...Well...His bandalore chewed through my nightmare in 1 round. like 3-4 hits at the most. Then me in the same exact way only it took 2 rounds. 2 rounds to kill a heavy armored Hellion with addy armor. Melee damage is insane. Granted he was a barb and I somehow miraculously got past his counterstrike, so that wasn't a factor.


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PostPosted: Mon Apr 14, 2008 11:35 am 
I don't think subtypes even make that much of a difference anymore. But, that's just me.


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PostPosted: Mon Apr 14, 2008 12:21 pm 
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The bonus damage from weaknesses also needs reduced, and perhaps the enhanced damage skill needs a look at too.

This is one of the major reasons I stopped playing my paladin. I noticed that even with protection and sanctuary I could take upwards of 50% of my hps in a single round of combat.


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PostPosted: Mon Apr 14, 2008 1:31 pm 
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Go large or don't go at all. :P
A character of mine almost got killed the other day by this two merry-go-round opener. Everyone seems to be doing all this godlike damage except my poor fellow.


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PostPosted: Mon Apr 14, 2008 2:16 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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I don't believe I've heard this particular problem vocalized before. So either my memory sucks (which is true...) or it takes someone like Finney to be able to state a problem that everyone knows but doesn't want to say because they don't want to be the one to start the nerf train.

So many things have changed between when we made the big hit-point change and now, that it's hard to say what has caused this. As was said, maybe its just even easier to come by buffs now than it used to be. We probably also have more types of buffs available than we used to.

As for solutions, the bash thing is probably a go. I could also probably take all melee weapons down a notch for damage.


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PostPosted: Mon Apr 14, 2008 2:18 pm 
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Dulrik wrote:
As for solutions, the bash thing is probably a go. I could also probably take all melee weapons down a notch for damage.


That would be wonderful.


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PostPosted: Mon Apr 14, 2008 2:21 pm 
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It isn't really that melee wpns are the issue. It is Giant-sized people doing the damage is the main issue. I don't think anyone is complaining about the occasional giant barb kicking the crap out of people. It is actually the gstr/hasted/enlarged human/elf/whatever, doing the damage.


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PostPosted: Mon Apr 14, 2008 2:24 pm 
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While that is an issue, even warriors not using the enlarge tactics can crank out just stupid melee damage. In my opinion melee damage really does need to be brought down a notch in general.


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PostPosted: Mon Apr 14, 2008 6:13 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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SK Character: Karsh
Cyra wrote:
The bonus damage from weaknesses also needs reduced, and perhaps the enhanced damage skill needs a look at too.



I'm not so sure about E.Damage, but, QFMFT on that first part. Racial weaknesses WILL rip your face off, but racial bonuses are a [REDACTED] joke that count for literally nothing in most cases.

Probably an issue for another thread, but oh so very true nonetheless.


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