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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 10:26 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Yeah, judging from the logs you posted (During which necromancers were wicked more powerful due to the auto wraith paralyze) I stand justified in my claim that necromancers are only good against people who don't know what they're doing.

All of your posted fights involved people doing dumb things like failing holy words, failing saves on almost every spell you cast, and bashing your wraiths.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 10:39 pm 
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Joined: Sat Oct 13, 2007 11:01 am
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Location: BFE Arkansas
SK Character: Addison
On to another question, if mounts can hold items, does this mean we can saddle and shoe our mounts, instead of going native american on our pets?


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 10:43 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
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I can guarantee you I'd dismantle your sorcerer in a single round if I were playing a necromancer right now. There are different tactics you use against someone with high saves than against people with low saves.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 10:49 pm 
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I'll stay out of the necro discussion other than to say that I agree with the camp that says this does not make them underpowered.

I am sad about what this change must have already done to remove compulsion (I haven't really been able to see it in action since the change went into effect). Namely: remove compulsion used to be a great way to equalize sorcerors and necromancers by turning their own charms against them. If charms now immediately remove everything once a charm is released, they a) won't really be a threat to the sorcerors if turned against them since they'll be weaponless and b) most times won't even engage the sorceror any more because they seemed to have to be in "range" of striking the sorceror to attack his group once canceled. This will enable sorcs to use more two-handed, reaching weapons on their charms without fear of being butchered by their own guy, further buffing them.

Add in a blockage on casting while moving/following and the spell becomes totally useless because of its long casting time.

Why did we need sorcs to be able to keep their charms on log-out anyway? Was this a problem before? Scouts already kept their pets right? So did warlocks? What challenge was the "keeping my pet when I log off" change meant to address?

With all bugs/drawbacks it poses against the limited benefits, I don't understand why the change warranted the time investment involved.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 10:53 pm 
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Location: Columbia, South Carolina
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I may be wrong on the remove/drop all thing, as I haven't had someone check with cancelling or removing my charm specifically.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 10:58 pm 
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jhorleb wrote:
I'll stay out of the necro discussion other than to say that I agree with the camp that says this does not make them underpowered.

I am sad about what this change must have already done to remove compulsion (I haven't really been able to see it in action since the change went into effect). Namely: remove compulsion used to be a great way to equalize sorcerors and necromancers by turning their own charms against them. If charms now immediately remove everything once a charm is released, they a) won't really be a threat to the sorcerors if turned against them since they'll be weaponless and b) most times won't even engage the sorceror any more because they seemed to have to be in "range" of striking the sorceror to attack his group once canceled. This will enable sorcs to use more two-handed, reaching weapons on their charms without fear of being butchered by their own guy, further buffing them.

Add in a blockage on casting while moving/following and the spell becomes totally useless because of its long casting time.

Why did we need sorcs to be able to keep their charms on log-out anyway? Was this a problem before? Scouts already kept their pets right? So did warlocks? What challenge was the "keeping my pet when I log off" change meant to address?

With all bugs/drawbacks it poses against the limited benefits, I don't understand why the change warranted the time investment involved.


From logs I've read I thought the charms just ran away. But you do bring up an interesting point. Does this happen with dispel magic, and cancellation as well?

And final strike, if you make spells useless while walking then I don't think this spell will ever land. It easily has a casting time on par with recharge. I could care less about holy word. There have been times where the person leading me has completely missed the group, or not moved while I was casting it and I just wasted mana.

Anyway, I'm with jhorleb, charms/controlled undead shouldn't remove their weaponry and armor when dispelled, canceled or the remove compulsion spell is used.

And jhorleb, I think it was meant to make it so you could keep multiple pets when logging out, like a golden-maned lion and a grey wolf.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 11:26 pm 
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Joined: Sat Mar 02, 2002 4:00 pm
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Location: New York
Ardith, the reason the "running off" was happening was because of the second point I mentioned, namely, that if the NPC couldn't attack the sorc directly after being cancelled (either because it couldn't see him or because it couldn't reach him) it would just run off. That was happening more because sorcs were getting hip to it. I don't think that's the way it -should- work, but I don't know how easy it would be to adjust.

There must be a way the game can tell the difference between a charm intentionally released and one forcibly canceled because NPCs used to react differently to those two situations. Hopefully D can piggyback on that difference activate the equipment dropping thing only when the NPC is intentionally released (or the sorc quits).


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 11:29 pm 
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Joined: Mon Jan 02, 2006 7:47 pm
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Location: Virginia
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Deathadder wrote:
On to another question, if mounts can hold items, does this mean we can saddle and shoe our mounts, instead of going native american on our pets?


No :(


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 11:32 pm 
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Location: At home. Or work, maybe. Or working from home.
jhorleb wrote:
There must be a way the game can tell the difference between a charm intentionally released and one forcibly canceled because NPCs used to react differently to those two situations. Hopefully D can piggyback on that difference activate the equipment dropping thing only when the NPC is intentionally released (or the sorc quits).
Or just not remove equipment at all, and still wander off.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 11:36 pm 
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Joined: Sat Mar 02, 2002 4:00 pm
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Location: New York
Nightwing wrote:
jhorleb wrote:
There must be a way the game can tell the difference between a charm intentionally released and one forcibly canceled because NPCs used to react differently to those two situations. Hopefully D can piggyback on that difference activate the equipment dropping thing only when the NPC is intentionally released (or the sorc quits).
Or just not remove equipment at all, and still wander off.


Agreed. Sorcs don't need to save with charms.


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