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 Post subject: Re: Griffon weapons??
PostPosted: Sun Mar 02, 2014 10:00 am 
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Joined: Mon Oct 22, 2012 10:41 am
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FinneyOwnzU wrote:
skhellion54 wrote:
Im talking about the special ones i remember atleast 2 of them, the ones that are adamantite and have a script. I was just curious because i have been running around finding all these weapons thinking with the names they got they gotta be good and it ends up being tanso or cold iron and the effort for those weapons are insane for the material.


I am not sure what point you are attempting to make. The two weapons my mercenary is specialized with (who is not a griffon) mainly come in iron and tanso, with only one limited diamond version available for one of his specializations. There are no material types better than tanso for his other specialization.

This is common for quite a few other weapon types, too. Why exactly should griffons have access to adamantite or diamond when non-griffons usually do not either?


you specialized is different then ALL the weapons in the game, there is only 2 (trident, Bspear) that are diamond that i have found. Nothing else in better material. If i was going to PK id use cold iron. But now if i want to explore or something you need to use a better material since most of the better stuff is immune to weak sauce weapons like that.


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 Post subject: Re: Griffon weapons??
PostPosted: Sun Mar 02, 2014 10:21 am 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
You chose to play a griffon. I am not sure why you feel entitled to adamantite, energy or diamond material types. Those material types are exceedingly rare for other races, too, which don't enjoy all the racial benefits griffons get.

As for my weapon types being rare, you need to brush up on your history. One of my character's specializations was an agricultural tool turned into a weapon, and it was quite common among both peasants and infantry in medieval Europe.


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 Post subject: Re: Griffon weapons??
PostPosted: Sun Mar 02, 2014 11:35 am 
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Joined: Tue Aug 12, 2008 10:23 am
Posts: 1009
Location: Gulf Breeze
Achernar wrote:
If builders followed the rules, players would not be disappointed in this way. The makaar weapons were removed months ago. No more weapons have been removed.

Why were the makar weapons taken out of the game?


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 Post subject: Re: Griffon weapons??
PostPosted: Sun Mar 02, 2014 11:46 am 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
Builders created items in that area well beyond the limit for high-end materials and sub-types. Those happened to be the most recent additions that exceeded the limit.


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 Post subject: Re: Griffon weapons??
PostPosted: Sun Mar 02, 2014 2:35 pm 
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Joined: Mon Oct 22, 2012 10:41 am
Posts: 246
>You are carrying:
a trio of brightly colored crystal spheres (brand new)

[Life:100% Mind: 99% Move:100%][The Taproom of the Hart and Rose]
2 platinum, 4 gold, 6 silver, 6 copper
>
> wear trio
Your claws can't get a grip on it.

[Life:100% Mind: 99% Move:100%][The Taproom of the Hart and Rose]

Thats from the griffon treasure room. Same thing with the kama. So the old school griffons on owyran were like sprites... Oh thats shiny lets go hide it in the treasure room because we cant use it.


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 Post subject: Re: Griffon weapons??
PostPosted: Mon Mar 03, 2014 4:03 pm 
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OOCly, since griffons are usually a small minority of players, why shouldn't there be some non-griffon rewards? ICly, I've never seen griffons portrayed as the most practical of races.

If what you were asking clearly gave griffons more cabal choice, I'd be more interested. But I don't see how better fighter-type weapons would change things, especially if we're talking about standard griffon classes.

I suggest trying to avoid questions of balance. That greatly increases your burden of proof. I also think it's clear griffons are supposed to be sub-par from a pure power perspective. Arguing that something would be fun, without meaningfully changing balance, always got me further.


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 Post subject: Re: Griffon weapons??
PostPosted: Mon Mar 03, 2014 4:37 pm 
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Forsooth wrote:
OOCly, since griffons are usually a small minority of players, why shouldn't there be some non-griffon rewards? ICly, I've never seen griffons portrayed as the most practical of races.

If what you were asking clearly gave griffons more cabal choice, I'd be more interested. But I don't see how better fighter-type weapons would change things, especially if we're talking about standard griffon classes.

I suggest trying to avoid questions of balance. That greatly increases your burden of proof. I also think it's clear griffons are supposed to be sub-par from a pure power perspective. Arguing that something would be fun, without meaningfully changing balance, always got me further.


okay number one its the griffon sanctum. There is only 1 good weapon up there and its a adamantite cutlass. Energy mace. Energy staff. diamond trident. Diamond bspear. Now from those there is the bspear and cutlass which are only 1 in the game each. Cutlass is really good because of what it does. But the subtype isnt worth it. Now like you said you need a group to get that stuff. Now if you want to do anything after master, you need stronger weapons because that tanso and cold iron will be unaffected by most of the stronger things in the game.

With that being said, Why would any griffon in the game not go into the one cabal where you dont need weapons or shields. If a barbarian could go into it, trust there would be no griffons in that other cabal. (plus there is only 1 mithril/diamond/addy shield in the game for griffons). Limited shields, limited weapons that are useful after master if you want to go and do things in this game.

The biggest problem with those MR griffarb builds was that they could run in and kill stuff with no problem of losing anything valuable. I currently play a griffon and the build i have is FAR more brutal then any MR barb this game has seen. If i would go against the RP and just pk with the cabal skill set.

Last thing, griffons only become sub par when they are not in that cabal. They cant use armor and most of the scripted nice things are rings not bracelets or necklaces. Now they dont need weapons so all they need is a container and consumables. Lowering there weight, making them far more potent in PK.

The only reason i did not go hammer on my current char was because the makar weapons got taken out. And the lack of weapons made it obvious that if i wanted to do anything after GM i had to do it.


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 Post subject: Re: Griffon weapons??
PostPosted: Mon Mar 03, 2014 6:30 pm 
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Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
So, if I read this correctly, you don't need the weapons. You want them. Is that what you are saying?


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 Post subject: Re: Griffon weapons??
PostPosted: Mon Mar 03, 2014 6:38 pm 
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Joined: Fri Aug 24, 2012 3:21 pm
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Opey wrote:
So, if I read this correctly, you don't need the weapons. You want them. Is that what you are saying?


Want them so that not every griffon ever rolled is the same. I don't care if the Makaar weapons are relocated to somewhere more appropriate the fact that they existed is what helped griffons. Not asking for five of the best subtypes in the game, asking for more than one with the rest being crappy subtypes.


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 Post subject: Re: Griffon weapons??
PostPosted: Mon Mar 03, 2014 6:54 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
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Galactus wrote:
Want them so that not every griffon ever rolled is the same.


You seem to be under the impression that this isn't a feature for all characters and all classes and all types of equipment?

Or am I misunderstanding the point? Is the problem that griffons have fewer equipment choices than other races?


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