Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sun Jul 06, 2008 5:00 am 
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Yes, spellcasters are masters of escaping *gasps*
It's nice to be able to escape almost anything.
Would be even nicer to be able to kill it.


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PostPosted: Sun Jul 06, 2008 5:26 am 
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Johnix it is even harder for swashies, who really have little choice than to stand in the front row in light armor.

On the other hand the problem is wuth melee classes dying too fast to other melee characters/NPCs.

I really think the best way to 'fix' this is to limit the number of ppl a single person can be 'locked in melee' with. I would suggest this depended on size as well but I can see that creating problems for giants and sprites.

Alternatively,
after a number of melee characters attacking 1 character, the rest get one, or no attacks at all, depending on their weapon speed. The reasoning to this is that they would not want to hit their own guy.


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PostPosted: Sun Jul 06, 2008 6:29 am 
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One suggestion, simply remove the size bonus for people under magical enlarge. Most "insane" amounts of melee damage I've seen have come from people under enlarge affects.

Also, increasing the exhaustion penalty to haste/gstr wouldn't be a bad idea, along with a possible negative to using abilities beyond your natural max wouldn't be out of this world either.

IE: A giant's body can't handle having the dexterity of a sprite, and can't properly use the increased agility properly. In more simple concrete terms, boosting ones agi well beyond max would give a slight penalty to damage due being unable to coordinate well enough to put your full strength behind your attacks, the opposite would be true for giant strength giving a slight penalty to hit things. The penalty would be such that using both would still give an overall advantage to both, but it wouldn't be AS high as it currently is altogether.

Just a couple of ideas.


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PostPosted: Sun Jul 06, 2008 8:38 am 
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Random_Numbers wrote:
Yes, spellcasters are masters of escaping *gasps*
It's nice to be able to escape almost anything.
Would be even nicer to be able to kill it.


Petrification, voodoo, harm, holy word, charm, magma, finger of death, bolt of glory, spear of faith and some of the religion spells. What else do you want? If you want your sorc to wear claws and kill his foes slowly, sorry you chose wrong class.

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Also, increasing the exhaustion penalty to haste/gstr wouldn't be a bad idea, along with a possible negative to using abilities beyond your natural max wouldn't be out of this world either.


I think the last update introduced attribute penalties (strength?) along with the good old fatigue.


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PostPosted: Sun Jul 06, 2008 8:49 am 
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If you get rid of the size bonus to dmg for being enlarged, that will go a very long ways to getting it fixed. Also, there might be a reason to play the larger races.


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PostPosted: Sun Jul 06, 2008 9:33 am 
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I like erevans Idea. Think about it, how many people can you effectively fit around one person? Throw in all the weapons thats going on. Now how many people could hit something the size of a small cat effectively with weapons? Now the size of a horse?

I think using size to determine how many people can strike at one person at a time would be a good idea. This would limit melee damage being pumped out and buff the smaller races like dwarvs and sprites who already just dont cut it when compared to larger melee races.


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PostPosted: Sun Jul 06, 2008 9:38 am 
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josephusmaximus3 wrote:
I like erevans Idea. Think about it, how many people can you effectively fit around one person? Throw in all the weapons thats going on. Now how many people could hit something the size of a small cat effectively with weapons? Now the size of a horse?

I think using size to determine how many people can strike at one person at a time would be a good idea. This would limit melee damage being pumped out and buff the smaller races like dwarvs and sprites who already just dont cut it when compared to larger melee races.


I don't hate the idea, but I think the general idea of combat is that people are moving around during it.

Also, I think the bonuse to dodge and such for being smaller is supposed to show this to an extent too.

Lastly, I could easily see this being overpowered for smaller races.


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PostPosted: Sun Jul 06, 2008 9:49 am 
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I dont think the dodge bonus for them really makes up for it. Specialize, berserk/fury and finesse pretty much make it unnoticeable.

Even without them I dont think the dodge bonus anywhere compares to the damage bonus. Why else would people be enlarging themselves for combat?
To deal out sicker damage since there's no advantage in reality to being smaller.

Through in haste and giant strength too and theres little different between haste/str for most classes, unless you go to the extreme of centaur dex and sprite strength. Even then giants are still bigger and only a couple points from a sprites dex. Now it becomes even less noticeable since dex isnt also increasing the doge/parry/Shield block of the smaller races.

Oh and someone said earlier about enchant weapon increasing accuracy. It doesnt increase accuracy like specialize does. It works on probability to hit, which is just a simple hit or miss check. After that accuracy works for parry, dodge(i think) and shield block.


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PostPosted: Sun Jul 06, 2008 10:47 am 
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Why else did sprites get nerfed so that their xtra attack only happens while they are tiny?


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PostPosted: Sun Jul 06, 2008 10:53 am 
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5 attacks with 25 dex, 20 str, size giant could hurt pretty bad. I do think however that 4/5 strikes from a specced merc/furied barb gize giant, 25 str, 23 dex would hurt more. Considering the weapons each of them will be using. Not to mention the giant has more HP's.

If its that brutal why dont we see more sprite swashies and less giant mercs? Who usually wins the battled in these encounters?


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