Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Tue Feb 25, 2025 12:26 am

All times are UTC - 8 hours




Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 299 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15, 16 ... 30  Next
Author Message
 Post subject:
PostPosted: Thu May 08, 2008 9:32 am 
Offline
Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
Maybe RE could be more available now? Its a fine line, too easy to gimp them.


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 9:37 am 
Offline
Mortal

Joined: Sun Nov 30, 2003 9:36 pm
Posts: 1271
Location: Harrisburg, PA
Dark-Avenger wrote:
Oh yeah, you have elite unenchanted probably bronze armor.

Way too much AC. I can show you a log of my centaur shaman getting instakilled by a GM magma. Do I prove anything?

PS: You have ways to stay in third row. Learn how to use them.


I logged in and they were in the space I was in :(


Also, you spam locate way to much. :P


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 9:38 am 
Offline
Mortal

Joined: Wed Aug 07, 2002 11:54 pm
Posts: 2765
Location: Pyrgos, Greece
Then we go back to a loop Achernar.

Magma needs another way to be buffed, not nullifying MP totally for no real reason at all. Either up its damage/casting time/mana cost etc to put it on par with FoD or whatever, or anything else. Keep the no MP for the DoT though, since it's not the spell damage exactly but the side affects of it.

I still haven't seen a good argument as to why only magma from all damage spells gets to ignore MP. The whole "it's elemental!!!" makes little sense when every other elemental spell is affected by MP.

PS: Of course I spam locate too much. You have no idea how useful it can be. :P


Last edited by Dark-Avenger on Thu May 08, 2008 9:40 am, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 9:40 am 
Offline
Mortal

Joined: Wed Aug 14, 2002 9:52 am
Posts: 252
SK Character: Aritha
The problem with that is that RE affects everything a warlock does, while making magma a little less brutal only effects magma. Other spells could be given a role then too.


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 9:45 am 
Offline
Mortal

Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
It would not be a tragedy for the game if reflex and magic resistance became a little more important, and magic protection a little less. If magma needs adjustment, I'd be tempted to give a bonus to the reflex save.


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 10:04 am 
Offline
Mortal

Joined: Wed Aug 14, 2002 9:52 am
Posts: 252
SK Character: Aritha
You know, I really don't care what save it is.

Also, after a bit of thought (and some stepping out of the shoes of my character) I can see why Finney doesn't think it's that bad. His merc got hit for 30% full on. That's bad, but not unmanageable. Navelic got hit for 18% and it didn't stick him. Meaning that roughly, it'd do about 36% on a stick. Giving you roughly at best guess five to six rounds to kill him. Most people don't survive five to six rounds against Navelic.

I have to admit, I'm not sure where the middle ground will be found (or even if it will be found). Maybe it will come into play when mercs and barbs aren't destroying people in 2-3 rounds.

So while I can't stand dropping in 2 rounds, I don't really want to see warlocks get screwed over either. Hopefully the fix (if there is one) will make things a little more manageable for us hybrids, for other casters and for swashies.


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 11:02 am 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I'm hoping the middle ground was already found. Based on the time Finney posted back on page 7, it's likely his example was already using the revised magma spray damage, which went in at the nightly reboot. I've also upped the spell casting time slightly. Now it's time to wait and see awhile to determine if it really needs any other changes.

As for the magma spray staff, I think that's lame. Some imm obviously decided to try to make the equivalent of the hell's wind staff now that it's not allowed anymore. :roll:


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 11:20 am 
Offline
Mortal

Joined: Mon Sep 12, 2005 3:18 pm
Posts: 1704
Dulrik wrote:
I'm hoping the middle ground was already found. Based on the time Finney posted back on page 7, it's likely his example was already using the revised magma spray damage, which went in at the nightly reboot. I've also upped the spell casting time slightly. Now it's time to wait and see awhile to determine if it really needs any other changes.

As for the magma spray staff, I think that's lame. Some imm obviously decided to try to make the equivalent of the hell's wind staff now that it's not allowed anymore. :roll:


Algon's PoV:

People need to stop thinking about the character they discuss changes. DA + Lakir are the biggest offenders here, clearly. DA plays a priest who is owned by this change. Lakir plays a warlock who owns after this change.

Anyways, as far as the four points of view:

DA - Make MP only unaffected on cling.
Lakir - No changes.
Finney - If a change is made, make the initial cast affected by MR.
Dulrik - Lower initial damage and lengthen cast time.

DA: This is just stupid. Magma will still suck if the cling is not affected by MP. Warlocks are the worst class in the game (before this change). Changing them to still be the worst class is not a fix.

Lakir: 2shotting gm swashes/scouts/hellions/paladins isn't what should go down. I can see 3shotting them, but 2shotting is before most people are smart enough to type 'flee'. It's too fast for this mud as it stands.

Finney: Making the initial cast affected by MR is a hopeless tacticians dream of making the people who play this mud diversify the equipment they wear. The imms have made it so, through a number of stupid changes, MP is by far the best enchantment in the game. Trying to change it so hybrids need to wear MR to not die in 2 magmas is excessive.

Sadly, I agree generally with Dulrik's fix in this situation. Adjusting magma to do roughly 80% of its initial cast damage (which I hope is roughly the common ground he found) is the correct fix here. Upping the casting time on the spell is relatively meaningless IMO, as warlocks generally use o all bash, c 'magma', o all bash, c 'magma' to kill people anyways. I suppose it is a small wimp in group fights, admittedly.

Overall, the massive change made in a single update and the general support for the size of this change to warlocks makes it clear that this issue has been ignored for way too long by our imms. Imbalances shouldn't reach this point, it causes unnecessary controversy.

As far as magma spray staves being unfair? Talk to your voodoo-log-off past imm. I agree - overpowered magma spray staves are stupid.


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 11:37 am 
Offline
Mortal

Joined: Wed Aug 07, 2002 11:54 pm
Posts: 2765
Location: Pyrgos, Greece
OP magma staves are no different than OP harm staves, OP FoD staves etc.

OK, OP magma staves are stupid because magma is stupid and has no save to lower the dmg dealt. It doesn't have to do with the fact they are staves, it's the spell that is used that is broken.

And D, magma staves doesn't produce a spam of attacks like chain lightning used to do(from hell's wind for example). Brandishing a magma staff is just one magma for everyone in the room outside the group, as is brandishing a sleep staff or a cause critical staff or anything.

PS: Any of my chars is actually offended by this change Algon. Why? Because I tend to spend time to enchant my suits so I can have better chances of survival from the ones that go and PK with only a longsword for example. But SK changes in a way to make enchants useless.
PPS: I'm seriously considering becoming Sypher here, GMing a warlock and going PK frenzy with a naked character to see how many low HP chars I can spam kill with a spam of magma and bash. Especially ones that I know have decent at least suits.


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 11:41 am 
Offline
Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
D, made some changes to the spell. Wait and see before this bitchfest starts again, before people start wanting to make warlocks the shittiest class in SK again.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 299 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15, 16 ... 30  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 70 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:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group