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Spread the enchant duty to multiple classes?
Yes 51%  51%  [ 20 ]
No 49%  49%  [ 19 ]
Total votes : 39
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PostPosted: Thu Mar 11, 2010 10:38 am 
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Only read the first couple sentences of the original post, but please oh god do not give enchant armor to necromancers.


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PostPosted: Thu Mar 11, 2010 10:40 am 
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Turon wrote:
...more heavily favor people who spend way too much time playing, to the point where PvP would be really frustrating for people who weren't playing a class that can enchant their own things.


We are a day late and a dollar short if we're trying to avoid giving those people a benefit. This changes absolutely nothing about what it takes to enchant equipment. It's not impossible at all to get people to spawn camp for almost anyone, and I have a number of priests (wish there were more lightie sorcs) that would be willing to do any enchanting I need for me. This is not a matter of it being impossible to pop spawns...it's really easy, actually. It does not make minmaxing all those enchants easier.

All it does is make it less frustrating and spread the responsibility out. I'm not sure where the idea of breaking the game is coming in, where targetting enchants is somehow less breaking the "OP" nature of people being enchanted.

But, from the posts, it seems I am in the minority. It's always good to throw ideas out there, though, even if rejected.


Last edited by jerinx on Thu Mar 11, 2010 10:43 am, edited 1 time in total.

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PostPosted: Thu Mar 11, 2010 10:42 am 
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Turon wrote:
I voted no, but only because it would be so game-breakingly imbalanced. A necro that can self-enchant his own MR kit? Obscene. A shaman that can enchant his own dragonscale? Yeeesh.

Don't get me wrong, I'd LOVE to stop having to bug the crap out of other people to enchant my things. I just think it would break the game.

Enchanting just needs to be targetable for the enchants you want.


Why is it so tough for a necromancer to find in game right now items for every slot that greatly increases magical resistance? I could do it in about 20 minutes myself.


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PostPosted: Thu Mar 11, 2010 10:48 am 
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ninja_ardith wrote:
Turon wrote:
I voted no, but only because it would be so game-breakingly imbalanced. A necro that can self-enchant his own MR kit? Obscene. A shaman that can enchant his own dragonscale? Yeeesh.

Don't get me wrong, I'd LOVE to stop having to bug the crap out of other people to enchant my things. I just think it would break the game.

Enchanting just needs to be targetable for the enchants you want.


Why is it so tough for a necromancer to find in game right now items for every slot that greatly increases magical resistance? I could do it in about 20 minutes myself.


Exactly. Cloth wearers have items in the game, numerous various types, that it would literally take under an hour to get max MR. I'm not even talking twink stuff. I'm talking newbie zones and midbie areas. You're arguing against necromancers being allowed to have enchanted armor. The necromancer argument is ridiculous, as is anything for the classes except for paladin's hellions.

But...meh. If everyone wants to take the role of enforcer of game balance because being able to enchant exactly what ya want is less imba then this, I can't argue against it.

This is a game, though, above all. And balance does not mean what I think most of you think it means. Chem offered the only good argument, which I respect. There's class identity in enchant armor for priest and sorcs, and I respect that. But there's also scrolls and ways to do it otherwise, I just feel the game-ifying of enchant armor outweighs that.


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PostPosted: Thu Mar 11, 2010 11:24 am 
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I'm actually on board with the idea and I wish that shamans and warlocks specifically had the ability to enchant things. Enchanting doesn't give priests and sorcerers a unique identity in any case because they spend a lot of their time doing this very act for classes that have no clue how to enchant armor.

It would also relax the demands on enchanting that the classes that can do it right now currently have. Personally, when I'm enchanting, I'm not RPing or doing otherwise productive stuff because to turn out a decent piece of enchanted equipment it takes a lot of mana, therefore a lot of sleep to mana which means that I am not aware of what is going on in the game.

Short story, unlike you and Lolth, jerin, I don't get off on enchanting equipment. Chalk it up to ADD or whatever, but I just don't have the patience for it. Especially when for every character there is about 15 slots to enchant for, give or take 1 or 2. Back in the day it was easy enough to just pick up some equipment and be good to go. There was a lot of PK that happened back then, but now it seems to have slowed down, and players are more choosy about the battles that they involve themselves in, because loosing a kit these days is harsher than losing a kit about 5 years ago, because the demands on enchanting are much harder to make yourself safe from the *debilitating* effects of spells.

To put this in perspective, in a recent D&D campaign my halfling barbarian was struck with a feeblemind spell (lol?). Under 3.5 rules, feeblemind reduces the victim's intelligence, and charisma scores to 1, until at least a heal spell is used on the victim, which is actually a pretty high level spell. Long story short, it took a miracle spell to remove the wish spell that was cast on my character by a high level npc, and then a heal spell to remove the feeblemind spell, which cost the party a lot of coin.

I don't buy the argument that giving enchant armor to other classes or that a well-enchanted character is impossible to kill. You might have to think a little differently to get that character, but I can assure you that a well enchanted character isn't invincible, just tougher.

I'd also suggest removing the art train or at least reducing the maximum for some classes (read: anything above 5 or 6) as any class running around with 14 art is retardedly imbalanced, because unlike melee characters that enhance their abilities through giant strength, and haste, then lose stat abilities to fatigue, there is no penalty or malediction that exists that can penalise a spellcaster's art ability. I'm not saying that I don't think that spellcasters shouldn't be able to augment their casting ability, I'm just saying that the implementation of it was carelessly thought through.

And let's face the obvious truth: a lot of players don't even bother enchanting their gear because it is a huge hassle in losing it because they were never as good at PK as me, or jerin in our heydays. It even keeps people from playing the game as they see it as too huge of a timesink with too little merit.

I also think it would be awesome (I have for a long time) that instead of finding weapons that have special damage types or brewing resistance to elements that classes such as warlocks could imbue these properties, such as adding resistance to cold to a piece of equipment, or adding frostbite to a weapon. Now obviously this would have to be balanced out by making it impossible to have a weapon enchanted to increase its damage or to-hit chance, or vice versa, but would add a more interesting element than finding pre-designed equipment with attributes already placed. It also removes the necessity for builders to create equipment when the players have the power to do it themselves. Have a rampaging minotaur? Create a sonic attack weapon to gang rape the minotaur with.


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PostPosted: Thu Mar 11, 2010 11:32 am 
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I'd rather enchant take MUCH less time, and not get those annoying "Nothing seems to happen" messages. Syn posted about this in one of Edoras' grind less campaign posts and I have to agree with her.


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PostPosted: Thu Mar 11, 2010 11:35 am 
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ninja_ardith wrote:
And let's face the obvious truth: a lot of players don't even bother enchanting their gear because it is a huge hassle in losing it because they were never as good at PK as me, or jerin in our heydays. It even keeps people from playing the game as they see it as too huge of a timesink with too little merit.


or play griffons ;)


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PostPosted: Thu Mar 11, 2010 11:40 am 
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I'd rather see the enchant spells entirely removed, honestly. It brings nothing fun to the game, aside from a limited sense of security against instawin spells. There are plenty of greater wp/fort mods around to cover up for the loss. Specific spells could be nerfed to make up for any remaining slack.

Since that won't happen, it would be better for more classes to have the spell. It doesn't break game balance because these classes already have access to enchanting, let alone the wealth of mods lying around in the world. Even still, if it would be game-breaking for every class to have access to enchant, then enchanting is broken, and there's no reason not to share access. This won't happen either, though.

why do i bother


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PostPosted: Thu Mar 11, 2010 11:47 am 
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I posted this on another thread I think. I really like the idea of giving it to shamans, warlocks, paladins, and hellions. Spreading it out wouldn't imbalance those classes, in my opinion, and it would in fact make it much easier for the other classes (bards, scouts, rogues, swashes, mercs, barbs, and necros) to find people willing to enchant a piece for them. The reason I left those classes out is that I'm spiteful towards necros and the others don't really have a good rp reason to justify having one spell in their skillset.

Tl;dr: I love the idea, and think it'd be great.

The main reason I love it is because after spending about a year on various characters having people make me their [REDACTED] with charm scrolls, petrification scrolls, fod scrolls, and everything in between, I have a really hard time psyching myself up to play anything but a priest or sorc. At least this would give more options to someone who was only wanting to play an enchanter, on top of making it far easier to find someone willing to sit down and evaporate a few pieces every so often.


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PostPosted: Thu Mar 11, 2010 11:56 am 
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The problem, dear Sal-Watson, is that so many spells are absolutely debilitating in combat that to anyone with art, a fully enchanted MP kit is still only going to reflect maybe 70% of spells. 40% success rate is good for debilitating spells. I'd say just spread thee spell around...

Casters would unequivocally rule the game without enchant armor. There would be a complete nerf of spells of all types to keep it balanced...or just leave it in the game.


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