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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 5:31 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Mr.Treefinger wrote:
Finally, necros get nerfed and bards get changed so they are more playable and less one-song oriented. After the enchant changes too I just might come back!


Non-human bards are more playable now, but I do agree that they're less of "one trick ponies" now with some of the song changes. Concentration is still too high on singing and dancing at higher levels to make the low-int bard-capable races worth playing now, especially since you'll be screwing your own formation as much as the enemy's with these changes. Makes some races of bard more capable, though, which is nice.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 5:48 pm 
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Joined: Fri Aug 24, 2012 3:21 pm
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ObjectivistActivist wrote:
Mr.Treefinger wrote:
Finally, necros get nerfed and bards get changed so they are more playable and less one-song oriented. After the enchant changes too I just might come back!


Non-human bards are more playable now, but I do agree that they're less of "one trick ponies" now with some of the song changes. Concentration is still too high on singing and dancing at higher levels to make the low-int bard-capable races worth playing now, especially since you'll be screwing your own formation as much as the enemy's with these changes. Makes some races of bard more capable, though, which is nice.


Not only I wish there was a like button to this, wish I could like what OA said here 1million times.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 3:50 pm 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
Oh oh, I know!

"Weapon penalties can reduce attacks to < 1 per round"

Uh...what?


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 7:27 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1082
Location: DC
Other Changes:
- Weapon penalties can reduce attacks to < 1 per round

- Increased weapon speed penalty of slow spell

I'm not sure how I feel about this. Does it work based on a scale of the original weapon speed? It's kind of unfair to consider that only the gimps get 2-3 attacks a round, and to further make them worthless if they get hit with slow is...concerning. (I'm looking at you, clergy warriors and scouts).

- Fix reach for creatures with natural reach

Does this mean there were races that did not have reach that should have?


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Wed Dec 12, 2012 12:53 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
jerinx wrote:
Other Changes:
- Weapon penalties can reduce attacks to < 1 per round

- Increased weapon speed penalty of slow spell

I'm not sure how I feel about this. Does it work based on a scale of the original weapon speed? It's kind of unfair to consider that only the gimps get 2-3 attacks a round, and to further make them worthless if they get hit with slow is...concerning. (I'm looking at you, clergy warriors and scouts).

I want to push the viability of maledictions.

Post-enchant changes, weapon speed is an actual affect location now, which makes it much easier to integrate either a positive or negative modifier into spells and abilities. Problem from my perspective is that you could pretty easily hit a barrier on the negative end of weapon speed. Previously, you couldn't reduce someone below 2 attacks per round, which against a lot of classes meant there wasn't even any point in casting it. Or even if there was, you start wondering if there is any point in bothering if a possible best case scenario is them losing one attack per round.

Now as a malediction class, you shouldn't have to worry about this. So how's it work? If you look at it in terms of steps in the number of attacks per round you can get (where free attack usually refers to sprites and griffons):

  • 5 attacks + free attack per round
  • 4 attacks + free attack per round
  • 3 attacks + free attack per round
  • 2 attacks + free attack per round
  • 1 attack + free attack per round
  • 1 attack per round
  • 1 attack per 2 rounds
  • 1 attack per 3 rounds
  • 1 attack per 4 rounds

Everything below 2 attacks per round is new (with regard to weapon speed penalties). I keep track of how many rounds you've been fighting if your weapon speed is really slow, and you only get one weapon attack per number of rounds.

Is this going to come up very often? Probably not. Although there are now multiple ways to lose weapon speed: slow, songs of sleep, [redacted] spell -- and they can stack with each other. So it could come up and it's good that it can do something.

Quote:
- Fix reach for creatures with natural reach

Does this mean there were races that did not have reach that should have?

It means that I believe in certain cases, creatures that have reach without wielding reach weapons (water elementals, dragons, etc) were not always getting a chance to hit someone if they were in the second row.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Wed Dec 12, 2012 6:50 am 
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Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
It seems like most melee people are pushing for 6 attacks, fully buffed. I know this is something my character can do with fury.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Wed Dec 12, 2012 8:56 am 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
Dulrik's is in a non buff scenario.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Wed Dec 12, 2012 9:57 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I assume six attacks is with haste as well.

Part of what I am trying to do here is lower the floor for weapon speed, particularly given that you can now enchant weapons for speed. If that turned out to be too awesome, there is now space available to retune weapons lower than they could go before.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Wed Dec 12, 2012 9:59 am 
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Joined: Thu Dec 22, 2005 7:27 am
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Fear the evil genius!
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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Wed Dec 12, 2012 9:59 am 
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Joined: Wed Nov 28, 2012 1:05 pm
Posts: 152
Can you hit 7 attacks with haste, spec/fury and songs of war, or no?


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