Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Mon Apr 14, 2008 9:10 pm 
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First I'd like to make clear that I don't really care if melee classes or weapons are going to be nerfed. Probably is for the best or again maybe not (definitely for the best of my character :P). What is funny though is that everyone and his mother try to twink their character, get every bit of him, be "stronger" than their opponents and when they make it they come here to complain (it's not for you finney, I don't even know your current character).

I mean it's like the hacker/computer security officers issue. The hackers will always be ahead. Same here. The twinkers will always be one step ahead from dulrik. What if Navelic is good playing his character? He has played 100 barbs and another 200 mercs. Yeah he deserves to be good. I don't know any other giant in the game right now who deals about the same dmg. Dulrik proposed nerfing the weapons. I'd be happy with that. But actually no. Not as long there is a chance that I have to fight an inner guardian with 3 relics.

Forget the inner guardian. I don't want to see another 8789790 qq threads for the con or guardian NPCs, or bounty hunters or whatever about their hide, their hp, etc etc. after a nerf. Check your logs when an ultra buffed party goes into a headquarter and how many rounds they need to kill not the guardians but 5-6 spawned guards.

I also don't mind for the warriors dealing great dmg as long as there are spells like sleep, petrification, interdict, finger of death, summon, charm and other that can own any class instantly. The only thing that looks broken to me is the bash/rest modifier dmg.

The bonus dmg for weaknesses is fine too. In most cases if you want to take advantage of a weakness now you have to lower your standards and choose worse material and/or subtype. For example cold iron instead of adamantite or longsword instead of a khopesh or elemental orbs instead of adam 1h and adam shield, or sling (yes sling) instead of spear etc etc. If you change this none will bother using a weapon to take advantage of a vulnerability. Not that many do now.


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PostPosted: Mon Apr 14, 2008 9:45 pm 
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-Johnix- wrote:
What if Navelic is good playing his character? He has played 100 barbs and another 200 mercs. Yeah he deserves to be good. I don't know any other giant in the game right now who deals about the same dmg.


Except that if you ever read any logs with Navelic in them, 90% of the time he's using an unenchanted steel khopesh, and just spamming bash.

His huge melee damage is nothing special that he's doing, it's simply melee damage being broken as hell, against even the heaviest armored of warriors.

The kicker is, that's largely Finney's point, that's really all you have to do to "win" as a warrior. You just spam bash and let the game do the rest, the SK melee system will win the battle for you.

So really, Navelic is playing his character in a fashion that deals the most damage, spam bash and cruise to victory.

That in my eyes is a telltale of a flawed system, and entirely Finney's point in posting this. There's no tactics you just sit there on autopilot and let the game and an overpowered melee system handle the killing.


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PostPosted: Mon Apr 14, 2008 10:08 pm 
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I understand what you mean. Finney's point too. That's why I said that a change may be good. But I like (try at least) to see things more ic than mechanic wise. So here are my points that I left behind earlier.

1. No character in Pyrathia would like to die every week because he is locked there bashing others to death. And Navelic and all Boug's characters die a lot. Is this a problem of the code? I don't think so. I see ress/take khopesh/bash mostly as bad rp than bad mechanics. But forget the rp. He gets the kills paying a heavy price. And that is lagging and not being able to quaff heal/flee/disarm/dirt and eventually dying.

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His huge melee damage is nothing special that he's doing, it's simply melee damage being broken as hell, against even the heaviest armored of warriors.


My lighty armor character tanked him and a griffon barb. And won. We were all buffed.

3. I agree that there are no tactics spamming bash but I disagree that the latter is a cruise to victory or that warriors don't need any tactics at all.

4. You mention again bash and I've already said I agree with the removal of rest modifier, so bash/trip are included.

:P


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PostPosted: Mon Apr 14, 2008 10:10 pm 
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Dulrik if you do take out bash modifer, only take that out so we can see how much of a change that makes. That may be all it needs cause in the end bash is the most used skill in pvp hands down.


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PostPosted: Mon Apr 14, 2008 10:13 pm 
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Amen. 8)


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PostPosted: Mon Apr 14, 2008 10:36 pm 
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Dulrik wrote:
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.


Why not buff the AC of heavy armor, or even buffing some protective spells, along with the bash thing, instead of wimping weapons. Some classes may deal a shitload of damage, while others may not.


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PostPosted: Mon Apr 14, 2008 10:42 pm 
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I personally think that first bash needs to be tweeked, then look at what's happening after that. If tweeking continue needs to happen, I think that race should deal with the extra damage a wpn deals vs wielder's size(in which case means weapon size).


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PostPosted: Mon Apr 14, 2008 10:53 pm 
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I must say that I largely agree with Finney on this one. The enlarge mechanics definitely need a fix and the damage bonuses conveyed to races instead.

The auto assisting change would definitely making pk-ing as a melee character more interesting, and if that system is implemented I foresee some great fuckups in the future of pk, sounds fun.

And also I suppose a reminder for people to start using weaken/poison on the [REDACTED] abusing enlarge, many of them barely have the strength to wield their weapons, and a single shot of a moderately powered poison would probably result in them dropping their weapon, after that, they're pk-food.


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PostPosted: Tue Apr 15, 2008 12:43 am 
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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.


Be careful doing so. It will have consequences for low str, and small sized players. Please don't make it harder for the once-in-a-while sprite swash :D


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PostPosted: Tue Apr 15, 2008 1:09 am 
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I have to say that I -strongly- disagree with the wimping of weapons in general, it would affect everyone, even those who normally don't dish out a great deal of damage. Unfortunately, it is somewhat of a tradition in SK to fix overpowered situations by wimping things and this, if done carelessly, could have a great deal of negative consequences.

We can't really be sure exactly what is causing such an excessive amount of damage, I personally believe it is a number of factors. These are the issues I believe need to be looked at and possibly tweaked:

Bash rested damage (which is getting fixed most likely so that's good)

Enlarge affecting damage, it's very easy to find someone to enlarge you, even herbs, tribunal NPCs etc. There are rogues who can pretty much do crazy damage to even heavy armored classes because of this. Possible fix as mentioned is to make race affect damage, not size, or even make it so that only your natural size affects damage (if possible).

Mood aggressive. I'm not sure what could be done about this, but it is one of the most recent changes affecting damage and should be looked at IMO.

Possible tweaks to certain defensive skills, and even armor to increase one's survivability. Shields were wimped some time ago which is also something to factor in, as well as the reduced damage from your protective spells.

One should be very careful when changing something that would impact the mud in such a great way, it will not only affect PK but also PVE. As someone already mentioned fighting inner guardians will be increasingly difficult, as well as exploring some of the tougher areas of SK, even leveling would become more challenging and slower.

So if it is at all possible, please try to balance out the possible loss of damage from melee classes so that the NPCs of SK don't own us.


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