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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 12:22 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
Fatigue duration being separate per attribute is pretty nice.

However, I still would think that it would be fitting to lessen the duration of fatigue to at -most- 1.5x the length of the spell, not the 2x that it is right now. The duration of fatigue is completely murderous considering that it stacks and now it affects your maximum stat, which basically means that you're already fighting with diminishing returns even on only the second application: And if you get dispelled with a staff, a cast, or holy words, you are absolutely hosed.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 1:06 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
Oh, and sorcerers really really don't need those 8 points of STR and DEX for free. They really don't.

I mean, it's thematically fitting and all, but sorcerers have always been fine and really don't need this kind of buff. They should have to pick and choose their stats just like everyone else.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 3:10 pm 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
I tried reading through this thread and the announcement but failed somewhere along the way. Someone mind answering a couple questions?

1) Fatigue penalizes the stat buffed. Is that a penalty to the peak, or just a penalty to the stat like it used to be (aka mod-able). I saw that SD penalizes peak, but wasn't clear on fatigue.

2) Fatigue is on separate timers per attribute now?

While I'm curious about the buff to sorcs I don't off the top of my head think this is a huge thing. A dominant melee is still the top of the food chain, right? Just trying to wrap my head around the reactions.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 3:18 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Until heal vial quaffing gets impairment to minimize non-MR supremacy on the battle field dominant melee is still top of the food chain. A little closer to parity now with the reduction of overall saves but the ability to spam bash and quaff double heal vials between still makes melee better. Casters have more of a shot but it's certainly not end-game for melee by any stretch.

Sorcs didn't need the buff but being able to have gs and haste up constantly also didn't make them that much more attractive to play than they were before.

In answer to your questions, haste penalizes dex now and gs str, and each type of fatigue is on its own counter. Basically, you're not taking a dbl hit to your con for using gs and haste, you're taking a single hit to the appropriate stat.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 3:29 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
patrisaurus wrote:
1) Fatigue penalizes the stat buffed. Is that a penalty to the peak, or just a penalty to the stat like it used to be (aka mod-able). I saw that SD penalizes peak, but wasn't clear on fatigue.

Yes, it's a penalty to the peak stat that was buffed.
patrisaurus wrote:
2) Fatigue is on separate timers per attribute now?

True.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 3:43 pm 
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Joined: Mon May 19, 2008 5:06 am
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Location: Seattle
SK Character: Theodoric
Follow on to my first question, is fatigue a 1:1 penalty now or is it less/more?


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 3:48 pm 
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Joined: Wed Nov 28, 2012 1:05 am
Posts: 333
Location: Newbtown
Dulrik wrote:
This discussion helped surface a memory of a recent bugfix which I do not believe was mentioned in an update post. It turned out that haste had not been properly penalizing regeneration for the last several years. The penalty has been reinstated.

Question: Has everyone claiming that haste not impairing sorcerers is equivalent to giving them free training sessions just ignored this post? If this penalty is even remotely severe, then it will make being hasted 24/7 very unattractive. Making it a held spell might actually be a buff, because then you can release it whenever you want to resume regenerating at a normal rate. I think some experimentation is in order before we make any judgements.

For the record, I don't have a strong opinion either way on this matter. I just think equating haste to free training sessions is hyperbole in light of this regeneration penalty. This usage of hyperbole in arguments has become a pet peeve of mine in gameplay discussions, especially when proposed changes to address what may be a non-existent problem may actually make it worse.

I personally will be reserving judgment until we have more data. Sorcerers were not in need of a buff, but this may not turn out to be one in practice. If it is, it can be dealt with. There is a lot of jumping to conclusions going on here.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 4:45 pm 
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Joined: Sat Feb 15, 2003 7:28 pm
Posts: 177
Location: My moms house...
I see this same kind of thing with Facebook. Everyone whines and whines and whines about a change until they get used to it and in our case, adapt to it.

When the truth is, that Facebook changes things so often so people will stay interested and it wont seem stale after a while.

Big D has been putting out a lot of changes recently that requires players to adapt and re-learn. To keep things fresh.

So stop whining.

Ps.
People are saying there is no melee equivilent to ART.
So there is not a way to make it more difficult to save against.. punching?

How about strength and dirt kick?


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 6:01 pm 
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Joined: Sat Feb 23, 2008 5:38 pm
Posts: 381
xcheese08 wrote:
How about strength and dirt kick?


I'm not sure how you can possibly compare strength and dirt kick to what art does for casters. :-?


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Dec 29, 2012 7:27 pm 
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Joined: Mon May 19, 2008 5:06 am
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Location: Seattle
SK Character: Theodoric
Should/do giant strength and haste stack with enhancement bonuses on gear?


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