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What do you think about this proposal to enchant armor?
Poll ended at Sun Mar 22, 2009 6:00 pm
I would really like this or something very similar. 55%  55%  [ 18 ]
I like the idea, but it needs important tweaks: I've posted them below. 6%  6%  [ 2 ]
I don't like enchant armor, but I also don't like your idea. 15%  15%  [ 5 ]
I like enchant armor the way it is. 18%  18%  [ 6 ]
I couldn't care less either way. 6%  6%  [ 2 ]
Total votes : 33
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PostPosted: Tue Mar 10, 2009 12:07 am 
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Edoras, charm person *is* overpowered. It is has a higher success rate than any other spell I've tested. It probably owes this to charisma being added into the mix for bonuses as well as gaining the advantage of art to being cast.

Dulrik's responses to this was to make the spell more powerful than it already was.

He's also stated that he would like to see the success rate of spells be somewhere around 50%, which ultimately makes him a giant [REDACTED].

The point of the matter is this: It takes more time to enchant a suit of equipment to recover from a loss than it takes for a sorcerer or any other spellcaster to recover their art from a loss (hint: they don't lose any art, and never lose any potency).

This is like the example of the fully trained MR griffarb that I spewed out in IRC the other day. I also encourage the pbase to roll these out as much as possible.


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PostPosted: Tue Mar 10, 2009 12:26 am 
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Gilgon wrote:
Who benefits from enchanting being far easier? Certainly the people who can't cast damage spells benefit more than those who don't, right? And, certainly the one race who has a vulnerability to one type of damage spell, who now has the ability to specifically ward excessively against that type of spell, now has gained an advantage as well...right?

You aren't looking at code changes the way you should. Massive changes to pvp need to be looked at clearly - who benefits (comparatively). Who suffers (comparatively). Yes, obviously, although casters 'benefit' in some way from enchanting being easier, they actually suffer tremendously from such a change. Think logically.


For the love of all that is good and holy, do you even read my posts? Why don't you look over my posts in this thread again, mostly the first and one that I responded to you with, because it's honestly like you're arguing with a completely different person. Seriously, what the crap.

At the very least you could actually provide some concrete examples as to why what I have posted is bad: Instead all you do is post a bunch of general BS that has nothing specific and also consists of hardly anything that I haven't addressed: You did allude to deep-elves being able to enchant specifically against BoG, but please tell me how doing that with my proposed enchant system will make them UBERRR! Enchanting a ridiculous suit will take the same amount of time, whereas a suit with just MP and one save will be pretty reasonable. Man you're dense sometimes.

You have a point, though, Ardith: especially if charm person really is overpowered in general. Sometimes I really wonder why I bother trying to change the game: Perhaps everything really is just falling on deaf ears.


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PostPosted: Tue Mar 10, 2009 12:38 am 
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Well, just because people disagree with you hardly means its falling on deaf ears =p. I happen to agree that enchanting's a drag, but heh.


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PostPosted: Tue Mar 10, 2009 3:40 am 
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Ruska wrote:
Well, just because people disagree with you hardly means its falling on deaf ears =p.


Edoras was speaking of one set of ears specifically, and those ones are usually plugged by fingers with a voice yelling "LALALALALALA" to compliment.


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PostPosted: Tue Mar 10, 2009 5:59 am 
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Edoras wrote:
I have done some math, Rial, maybe you should try enchanting a suit with 6 non-MR enchants sometime that has at least 20 will on it (Counting stat mods), because if it doesn't have at least that much will, then all those enchantments will go to waste on account of charm person. The end. Also, if you think that all you need to fear from a sorceror is color spray, then you need to go back to newbie school.


Edoras, jesus, will you stfu up already? What are you trying to enchant, that you can't get to SIX ENCHANTS? Find something that starts with 2-4 and work on that. Trying to enchant something that has NO enchants, is indeed a pain in the [REDACTED]. (My last sorc used all storebought clothing, still managed to get all to 8+ enchants, very little MR, and it was a pain.) A few MR isn't going to kill you, a slight MR here and there is alright. Hell, Ealuriel's SYMBOL HAS 2 MR ON IT.

Again... 6 enchants x 13 pieces of eq = 78 enchants (20 Will and you have 58 left, reflex isn't very important, so about 45 enchants left to split between MP and Fort). And if you need stat mods that's your own fault. If you trained art/mana instead of a stat you need, and have to waste like 4 eq slots on stat mods, that's your fault, for building a crappy character. I personally hate stat mods.

Enchanting is fine. If people would train their stats more, it wouldn't be such a problem. Want to resist charm more? Max your wisdom. You know how often shitty-eq PCs resist things like color spray/acid blast? A lot. And because they have Dex.


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PostPosted: Tue Mar 10, 2009 6:11 am 
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That misuse of the word "complement" is funny because of the context.

Edoras, let me try to restate what Algon is saying because I think he has a point. For the record I voted to leave enchanting as it is.

The changes you propose will help warriors and giants much more in PK than mages and priests, etc. Not only would they help you ignore the bane of warriors right now, charm person, it'd make you very quickly able to ignore a bunch of others like petrification, FoD, sleep, fear, BoG, and other maledictions.

The assumption of such a wide sweeping change is that mages and, to a lesser extent, other casters are at a supreme advantage vs. warriors, which I don't think is the case. It just so happens that one or two spells are broken and that most of the strong PKers are playing casters at the moment. I mean, I thought art was introduced to help casters have a chance against OPed warriors!

In terms of what to look at, I'd look at the casting time and save opportunity for the charm person spell (it should be possible to double the casting time and make it 20% easier to save against without having any effect on its use in PVE or for getting charmies), a few offensive scrolls, and potentially other devices.

In short, it's true that there's too much enchanting time required to recover from a death right now, but I don't think this is the right change to address it.


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PostPosted: Tue Mar 10, 2009 6:23 am 
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It wasn't a misuse, it was a misspelling that resulted in a different word than was intended. Clearly, you understood my meaning nonetheless.


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PostPosted: Tue Mar 10, 2009 7:00 am 
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WickedWitch wrote:
Edoras, jesus, will you stfu up already? What are you trying to enchant, that you can't get to SIX ENCHANTS? Find something that starts with 2-4 and work on that. Trying to enchant something that has NO enchants, is indeed a pain in the [REDACTED]. (My last sorc used all storebought clothing, still managed to get all to 8+ enchants, very little MR, and it was a pain.) A few MR isn't going to kill you, a slight MR here and there is alright. Hell, Ealuriel's SYMBOL HAS 2 MR ON IT.

Again... 6 enchants x 13 pieces of eq = 78 enchants (20 Will and you have 58 left, reflex isn't very important, so about 45 enchants left to split between MP and Fort). And if you need stat mods that's your own fault. If you trained art/mana instead of a stat you need, and have to waste like 4 eq slots on stat mods, that's your fault, for building a crappy character. I personally hate stat mods.

Enchanting is fine. If people would train their stats more, it wouldn't be such a problem. Want to resist charm more? Max your wisdom. You know how often shitty-eq PCs resist things like color spray/acid blast? A lot. And because they have Dex.


Syn, you're not listening. Getting an item to six enchants is easy. Getting it to six enchants that are worthwhile (Or crap, six enchants were even 1 or 2 is willpower) is COMPLETELY RANDOM. Seriously, your I mean "6 enchants x 13 pieces of eq = 78 enchants (20 Will and you have 58 left, reflex isn't very important, so about 45 enchants left to split between MP and Fort). " is exactly my point: YOU CANT SPLIT ANYTHING YOURSELF, IT IS COMPLETELY FREAKING RANDOM. Not to mention that 20 willpower won't save people unless they have max wis. Oh, and getting pieces with starting enchantments is fine... except they're just as likely to fade as get anything else useful on them, and then you're either spending coin buying them, or sitting around waiting for repops. Whee. Also, your "every character should be forced to max wis" argument is [REDACTED], sorry, and stat mods are extremely important for some classes (You're the one who rolled a bard with near asthmatic CON, and that didn't work out very well).

Why is everyone so adamant against -actually- reading my initial post? Getting a suit with +25 saves against everything would still take time. I'm talking about -lowering- the overall enchant success in return for the ability to target your enchantments. Seriously, it's not difficult to understand. Everyone is freaking out like instantly this change would pop all warriors with a 100+ enchant suit.

jhorleb wrote:
The changes you propose will help warriors and giants much more in PK than mages and priests, etc. Not only would they help you ignore the bane of warriors right now, charm person, it'd make you very quickly able to ignore a bunch of others like petrification, FoD, sleep, fear, BoG, and other maledictions.


Again, I'm not trying to make it take 30 minutes to achieve a full-fledged three save 35 MP suit (At which point, due to the last "save after MP" change which effectively made MP half as effective on a successful save, even casters can still easily do damage), but I would like it to take less than an hour to achieve a 30 MP one save suit. Please read the main points of my original post. Please. And Jhorleb, this change would really only screw priests in solo PvP, and that's only the ones that spam charm scrolls (cough algon cough): Sorcs have plenty of other ways to kill people, (plus access to all three saves) necros still don't even use their maledicts in combat, and warlocks still have magma spray and are also only affected by reflex and MP, something which, if people enchant against, leaves them open to other spells that they have access to through wands.


Last edited by Edoras on Tue Mar 10, 2009 7:01 am, edited 1 time in total.

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PostPosted: Tue Mar 10, 2009 7:00 am 
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Quote:
It wasn't a misuse, it was a misspelling that resulted in a different word than was intended. Clearly, you understood my meaning nonetheless.


I just meant it was funny. No insult intended.


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PostPosted: Tue Mar 10, 2009 7:26 am 
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Edoras wrote:
Why is everyone so adamant against -actually- reading my initial post? Getting a suit with +25 saves against everything would still take time. I'm talking about -lowering- the overall enchant success in return for the ability to target your enchantments. Seriously, it's not difficult to understand. Everyone is freaking out like instantly this change would pop all warriors with a 100+ enchant suit.


Very few people have 25+ saves against everything.

You are not talking about lowering the enchant success rate. I get things to 8, 9, 10 enchants all the time just fine, enchanting isn't that bad, go SIT IN AN INN WHILE YOU DO IT(if you're afraid to get ganked, and it takes longer, sounds like it's your fault for sucking). You're talking about making it easier for people to go out die, get enchanted, die, get enchanted. Which is completely not what the mud needs. Look at the idiots like Corneilius, sorry, but he really shouldn't ever stand a chance in PK, he goes out and jumps into fights while practically naked, and dies like 2-3 times a day.


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