Shattered Kingdoms

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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 9:48 am 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Also a fan of Terrus's idea. Also agree with OA. Not a fan of that change, though thankful for the rest.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 9:52 am 
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Mortal

Joined: Wed Nov 28, 2012 1:05 pm
Posts: 152
I do not understand why sorcs just got 8 free trains to spend on art, and melee characters just got penalized for trying to max HP. Since you now have to make sure you spend the trains to max dex/str if you want any benefit from haste/gs.

HP trains are nowhere near the usefulness of ART trains


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 9:56 am 
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Mortal

Joined: Mon Sep 16, 2002 4:06 am
Posts: 756
Location: Murfreesboro/Cookeville, Tennessee
It kind of feels like this is the result of all that whining a few months back that melee characters were doing too much damage and not-so-well played casters could not deal.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 11:01 am 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I would accept a reduction in fatigue duration as a compromise for the changes made.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 11:20 am 
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Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Dulrik ruining SK one update at a time. Awesome.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 11:29 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I was thinking about making giant strength and haste a held spell, but now I think I'll go do something else today instead. I've had enough volunteer work for one day.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 11:34 am 
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Mortal

Joined: Mon Apr 18, 2005 11:29 am
Posts: 753
There is nothing wrong with the update. Changes were made. Changes will always be made. Changes to the changes can, and often times, are made. It takes time. There is enough negativity from the player base directed at one another to make people feel put off, there is no reason to do it because of updates. If you do/not like features of the update, it would do well to point out what you do/not like, why, and actually offer a suggestions for improvement. Even the good ones can use finishing touches.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 11:38 am 
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Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Know what I don't like about the changes, or any of the recent changes he's made? He is making it to where the only classes that are competitive in PK are MR barbs and spell casters, more specifically sorc's...which were already top 1-2 OP'd classes in the game. And every change it gets worst and is a bigger buff to each.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 11:44 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Does fatigue from giant strength and haste apply (and wear off) separately now, or are they on joint timers? I ask because it already takes twice as long for fatigue to wear off compared to the spell itself, and from what I can tell the timer resets every stack.

If the timers are separate, then the fatigue will at least be manageable, but should still be lessened either way. Sorcs, necros and trib members can already haste/gs the NPC(s) in front of them 24/7, so if you're going to increase the effects of fatigue, you should lessen the duration completely.

As things stand now, two moderate level hastes fatigue the target for an IRL hour, meaning that his max dex is COMPLETELY hosed: Unless he hastes again, at which point he'll be waiting an hour and a half, and so on and so forth. After two stacks of fatigue PCs are currently better off committing suicide and getting rezzed, because -1 to all stats for 30 minutes is a lot better than -4 or more to STR/DEX for at least an hour.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 12:15 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Fatigue duration is separate per attribute that was buffed. The timer is not reset, but it does add the entire new duration to the old affect.

By the way, a problem with making giant strength or haste a held spell is that it then turns into a fast, non-aggro, no-save debuf, as the sorcerer can just cast and release a few times on their enemies. The spells would also have to be updated to only be allowed on party members.


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