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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Fri Dec 28, 2012 9:46 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
ninja_ardith wrote:
I see the code is in place for spells like weaken and taunt to affect the peak attributes so maybe we'll see that later down the road, which is actually very good. Making taunt viable is a good thing.

It's true that it would be easy enough to add. But having it be necessary to make taunt viable seems an overstatement.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Fri Dec 28, 2012 9:48 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
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Dulrik wrote:
ninja_ardith wrote:
I see the code is in place for spells like weaken and taunt to affect the peak attributes so maybe we'll see that later down the road, which is actually very good. Making taunt viable is a good thing.

It's true that it would be easy enough to add. But having it be necessary to make taunt viable seems an overstatement.


I recently saw a greater int mod with another great int stack thrown on it. Taunt isn't viable against anybody that wants to prepare against it, which is most casters, and taunt is supposed to be the swashbuckler's answer to spellcasters.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 2:42 am 
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Joined: Fri Jul 23, 2004 7:50 am
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Location: At home. Or work, maybe. Or working from home.
Fatigue changes are ridiculous. Fatigue penalties should have been halved, not doubled. It was relatively difficult enough to maintain these buffs for a single PK session (likely to last more than an hour due to skirmishing), on top of being dispelled by sorcs / shamans / necros / anyone with a dispel staff / ridiculously broken AoN ability.

I have to agree that it's quickly becoming apparent that the only viable melee builds will be MR barbs, what with their magic and weapon immunity, and ability to instantly cause double-fatigue on prepared opponents.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 6:02 am 
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Joined: Wed Mar 06, 2002 10:34 am
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Location: Los Angeles, CA
Dulrik please make giant strength and haste held spells when cast from npcs/pcs. Make haste and gs from herbs/vials/items time sensitive but all without penalty. This would give sorcerors more utility and would also make scout herbs more valuable. It would also force sorcerors to choose between buffing melee in combat or saving concentration for other spells. This would also promote more confrontation because people will not dance around intentionally waiting for their opponents gs/haste to fade. I can guarantee you that dispelling effects will be ridiculous(more ridiculous than they already were) against melee characters who bother to haste/gs as it is right now. Since the enchant changes willpower is so hard to stack (unless you're Syn, Ardith, or Mitch (sorry Mitch)) that anyone with decent art and a dispel type spell is going to crap all over melee.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 6:48 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Dulrik wrote:
My suggestion is that buffs are best reserved for PvP and not for PvE.


The playerbase already used haste and GS almost exclusively for PvP and not PvE. The problem is that, as has already been brought up, just about every PvP in SK is a skirmish. Haste and giant strength last for what, 10-15 minutes at most? It takes most people that long just to prepare a defense or an attack, and even if you wait until you get into the fight to use GS and haste, if a group recalls or retreats out a fight and regroups, then the next time you see them your GS and Haste are going to be all gone and you're going to be fighting with -2 or more to those stats.

Can I just ask what the reasoning was behind making fatigue much more debilitating while also making only sorcerers completely immune to it, effectively giving them 8 free stat points to put into art? I think that 80% of the playerbase would have said that there was no reason for such a nerf to physical classes and a buff to casters, specifically sorcerers.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 7:03 am 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
Fatigue was already brutal in any encounter lasting more than 30 mins or so (read: most of them). It really did not need to be made moreso.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 8:28 am 
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Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
Terrus wrote:
Dulrik please make giant strength and haste held spells when cast from npcs/pcs. Make haste and gs from herbs/vials/items time sensitive but all without penalty. This would give sorcerors more utility and would also make scout herbs more valuable. It would also force sorcerors to choose between buffing melee in combat or saving concentration for other spells. This would also promote more confrontation because people will not dance around intentionally waiting for their opponents gs/haste to fade. I can guarantee you that dispelling effects will be ridiculous(more ridiculous than they already were) against melee characters who bother to haste/gs as it is right now. Since the enchant changes willpower is so hard to stack (unless you're Syn, Ardith, or Mitch (sorry Mitch)) that anyone with decent art and a dispel type spell is going to crap all over melee.


I really like this idea. I think it would be really great to see fatigue from herbs/potions/scrolls (consumables, basically), but not from cast and held spells. Obviously, this would require a change to Giant Strength and Haste to make them held spells.

I also like the notion that sorcs would have to choose between buffing or saving their concentration for other spells to cast mid-fight.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 9:36 am 
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Joined: Wed Nov 28, 2012 1:05 pm
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And we're back to haste/gs doing nothing if you are wearing a mod?

What are you doing up there, Dulrik.

Bro, please change haste/gs to not be an 'enhancement bonus'.

I get it, I'll roll an mr barb. Sorry.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 9:37 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Superman wrote:
And we're back to haste/gs doing nothing if you are wearing a mod?

We never left.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 9:43 am 
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Joined: Wed Aug 24, 2011 6:07 pm
Posts: 362
Dulrik wrote:
Vinnen wrote:
So the change to ranged combat with not being able to use non-ranged skills will keep me from shooting something/someone two rooms away and having my pet bash them?

I'm assuming this is sarcasm? Yes, that was the intent. Bash was one of many skills that were bugged to be used from range for the last couple of months (ever since the party fighting changes went in).


wasn't sarcasim and sorry if it came off as such, was a genuine question, though yes I could have tested it in game, I was lazy and thought I'd just ask, but thank you, that bug was well.....bugging me had to be careful when skirmishing.


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