Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Fri Nov 22, 2024 7:04 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 10 posts ] 
Author Message
 Post subject: Weapons that do special damage types vs PvE
PostPosted: Sun Sep 01, 2013 9:31 pm 
Offline
Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Why is that that so many NPCs have to have complete immunity to so many damage types (sonic, divine, negative, etc.) It's gotten to the point where it's a hilariously bad idea to carry weapons that do magic damage because you're either going to run into a douchebag NPC in PvE or a magic resistant barbarian in PvP.

And yeah I'm miffed because I had to solo gank an outer guardian while the rest of my teammates were useless because they couldn't do damage because of this fact.


Top
 Profile  
Reply with quote  
 Post subject: Re: Weapons that do special damage types vs PvE
PostPosted: Sun Sep 01, 2013 9:36 pm 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I am completely against any and every change that makes the most difficult to retrieve high-level gear in the game be outperformed, consistently, by items that you can access within walking distance of a gate if that. This includes MR barbarians COMPLETELY resisting damage from purely magical weaponry, as an example.


Top
 Profile  
Reply with quote  
 Post subject: Re: Weapons that do special damage types vs PvE
PostPosted: Sun Sep 01, 2013 9:51 pm 
Offline
Mortal

Joined: Wed Aug 10, 2011 2:00 pm
Posts: 788
Location: 'Merica
SK Character: Adalwulf, Whinston, Eberhardt
Strangely, I find myself in agreement with Ardith. Where am I, and what time-line is this!?



Don


Top
 Profile  
Reply with quote  
 Post subject: Re: Weapons that do special damage types vs PvE
PostPosted: Sun Sep 01, 2013 9:56 pm 
Offline
Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Pretty sure the outer guardians only have ironguard. I've never seen magical type damage completely deflect.

EDIT: But I do agree in general that NPC immunity to damage types is way too common a building choice for no obvious reason.


Top
 Profile  
Reply with quote  
 Post subject: Re: Weapons that do special damage types vs PvE
PostPosted: Sun Sep 01, 2013 10:11 pm 
Offline
Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Code:
An armored guardian is unaffected by Losquaty's life drain!
An armored guardian dodges Losquaty's attack.
An armored guardian is unaffected by Losquaty's life drain!
An armored guardian is unaffected by Losquaty's life drain!


I'm in agreement with Edoras. There's no point to having loot that is just straight up outperformed by something that is typically way easier to get.


Top
 Profile  
Reply with quote  
 Post subject: Re: Weapons that do special damage types vs PvE
PostPosted: Sun Sep 01, 2013 10:14 pm 
Offline
Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
ninja_ardith wrote:
Code:
An armored guardian is unaffected by Losquaty's life drain!
An armored guardian dodges Losquaty's attack.
An armored guardian is unaffected by Losquaty's life drain!
An armored guardian is unaffected by Losquaty's life drain!


I'm in agreement with Edoras. There's no point to having loot that is just straight up outperformed by something that is typically way easier to get.


Lol, that has to be new. I've seen that do damage to outers as early as a few months ago.


Top
 Profile  
Reply with quote  
 Post subject: Re: Weapons that do special damage types vs PvE
PostPosted: Sun Sep 01, 2013 10:19 pm 
Offline
Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Edoras wrote:
I am completely against any and every change that makes the most difficult to retrieve high-level gear in the game be outperformed, consistently, by items that you can access within walking distance of a gate if that. This includes MR barbarians COMPLETELY resisting damage from purely magical weaponry, as an example.


CRS is where you see flavor of the month in SK, I would say. It used to be undead. Now its magical damage. Next it will be tripping up AI scripts with group formation shuffling, or something.

When the best option is the only good one, you don't have diversity of tactics. You just have end-game MMO-style equipment creep. People have to log a lot of time building, they may as well make things that you can't defeat the same way every time. This just seems like salts complaining that the elite content they know about doesn't outperform everything else anymore. If you don't carry a simple, plain weapon you can buy a few steps away from a gate, that sounds like a failure to plan appropriately.


Top
 Profile  
Reply with quote  
 Post subject: Re: Weapons that do special damage types vs PvE
PostPosted: Sun Sep 01, 2013 10:22 pm 
Offline
Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
grep wrote:
Edoras wrote:
I am completely against any and every change that makes the most difficult to retrieve high-level gear in the game be outperformed, consistently, by items that you can access within walking distance of a gate if that. This includes MR barbarians COMPLETELY resisting damage from purely magical weaponry, as an example.


CRS is where you see flavor of the month in SK, I would say. It used to be undead. Now its magical damage. Next it will be tripping up AI scripts with group formation shuffling, or something.

When the best option is the only good one, you don't have diversity of tactics. You just have end-game MMO-style equipment creep. People have to log a lot of time building, they may as well make things that you can't defeat the same way every time. This just seems like salts complaining that the elite content they know about doesn't outperform everything else anymore. If you don't carry a simple, plain weapon you can buy a few steps away from a gate, that sounds like a failure to plan appropriately.


This is dumb in a game that has highly limited items. Especially as you approach grand master status.

Outside of this there are NPCs that are immune to divine wrath/magic energy in other high level areas, and don't even get me started on the number of NPCs that are immune to fire.


Top
 Profile  
Reply with quote  
 Post subject: Re: Weapons that do special damage types vs PvE
PostPosted: Sun Sep 01, 2013 10:33 pm 
Offline
Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
ninja_ardith wrote:
grep wrote:
Edoras wrote:
I am completely against any and every change that makes the most difficult to retrieve high-level gear in the game be outperformed, consistently, by items that you can access within walking distance of a gate if that. This includes MR barbarians COMPLETELY resisting damage from purely magical weaponry, as an example.


CRS is where you see flavor of the month in SK, I would say. It used to be undead. Now its magical damage. Next it will be tripping up AI scripts with group formation shuffling, or something.

When the best option is the only good one, you don't have diversity of tactics. You just have end-game MMO-style equipment creep. People have to log a lot of time building, they may as well make things that you can't defeat the same way every time. This just seems like salts complaining that the elite content they know about doesn't outperform everything else anymore. If you don't carry a simple, plain weapon you can buy a few steps away from a gate, that sounds like a failure to plan appropriately.


This is dumb in a game that has highly limited items. Especially as you approach grand master status.

Outside of this there are NPCs that are immune to divine wrath/magic energy in other high level areas, and don't even get me started on the number of NPCs that are immune to fire.


I won't disagree, but what are we supposed to do with the thousands of vnums tied up in forgettable armor and negligible weapons? And, by extension, the time spent making said "vendor trash"?

This seems like a way to stir the pot, which is also what the loyalty token thing seems like. I don't know how anyone got anything done back when 100 people logged in if these magic limitted items are so crucial to effectiveness.


Top
 Profile  
Reply with quote  
 Post subject: Re: Weapons that do special damage types vs PvE
PostPosted: Sun Sep 01, 2013 11:07 pm 
Offline
Mortal

Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
grep wrote:
This seems like a way to stir the pot, which is also what the loyalty token thing seems like. I don't know how anyone got anything done back when 100 people logged in if these magic limitted items are so crucial to effectiveness.


Back when 100 people logged on it was completely different and their was no CRS. Damage and weapon systems where completely different. It was all down to level of the item.

But to the point at hand. Yes hard to get items should be still useful vs everything. Although I can understand why out benevolent overlords might not want them the best at everything, they should still be useful. I could be wrong but I believe there was a thread on MR barbs vs magic weapons I think it was said they do half damage. Reason being if one weapon is not enough people will have three ...


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 10 posts ] 

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 53 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group