Shattered Kingdoms

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 Post subject: Re: Charms/Skills
PostPosted: Tue Mar 10, 2015 5:47 am 
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Joined: Thu Apr 14, 2011 10:26 am
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SK Character: Rolf
Sweyn wrote:
Vindicator, that idea would cripple sorcerers as a solo class. All mage classes get high level charmies to facilitate their existence. Sorcerers would instantly become the only class that couldn't get GM easily simply by killing NPCs.

Any PK savvy and equipped GM warrior will take a dump on Lathron. GM warriors also have ranged options to wreck sorcerers with. Obviously, your mileage may vary depending on your experience as a player, but I don't think sorcerers should be nerfed because Lathron can beat up newbies. All classes have ways to beat up newbies pretty dramatically.


I agree with all of that. Also, what you said about 14 art is true. It isn't the charmie that gives sorcs their power. It is training art along with not having fantastic saves.


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 Post subject: Re: Charms/Skills
PostPosted: Tue Mar 10, 2015 10:52 am 
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It seems SK is doomed to always suffer from magical devices, like scrolls, either being too weak or too strong. With the nerf to resistances across the board, scrolls of double pet are king again. Charms like Lathron are still good, but weaker than ever before.


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 Post subject: Re: Charms/Skills
PostPosted: Wed Mar 11, 2015 4:43 am 
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Gann wrote:
It seems SK is doomed to always suffer from magical devices, like scrolls, either being too weak or too strong. With the nerf to resistances across the board, scrolls of double pet are king again. Charms like Lathron are still good, but weaker than ever before.


:o I thought one of the stated purposes of the equipment change was to make scrolls/staves/wands LESS powerful so people actually bothered to cast spells....
Sound like the change missed it's mark due to the reduction in total saves across the board.

I know what you mean though, last fight I was in there was 4-5 enemy players taken out by petrify.


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 Post subject: Re: Charms/Skills
PostPosted: Thu Mar 12, 2015 2:34 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Within the last couple months, Lathron and a lot of other NPCs lost a lot of the flags that made them over the top as charms.

In that same wave, many magical devices also had their level dropped, so the spells cast from them are no longer as powerful.

It seems a little early to me for people to be weighing in on this. A lot of observations from this thread may be based on pre-change behavior.


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 Post subject: Re: Charms/Skills
PostPosted: Thu Mar 12, 2015 7:23 am 
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May also be based on two recent group fights where one side had 2+ sorcerers who got to cast and recite a lot of petrifications. I know better than to try to tell you when is too early to judge. What is abundantly clear is that after your recent changes there is still a learning curve to SK and that newbies who completely fail to address will/fort spells via full MR or innate mods will die very quick in PK.


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 Post subject: Re: Charms/Skills
PostPosted: Thu Mar 12, 2015 9:07 am 
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Feel free to typo log with the exact name of the magical devices that are being used super-effectively in PK and they can be looked over.


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 Post subject: Re: Charms/Skills
PostPosted: Thu Mar 12, 2015 9:11 am 
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Actually, I just read a PM from someone else about this and now I realize that the item in question came from one of the few areas that has not yet been re-balanced. (I think when Thuban wrote the announcement, it was stated that 90% of the areas had been updated - this is one of the other 10%.) There was a reason that particular area was passed over earlier, but it will be updated once a few other things have taken place.)


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 Post subject: Re: Charms/Skills
PostPosted: Thu Mar 12, 2015 10:26 am 
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That awkward moment when you weigh in too early on people weighing in too early. 8) FYI there is more than one area that has scrolls that need to be re-balanced.


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 Post subject: Re: Charms/Skills
PostPosted: Thu Mar 12, 2015 12:07 pm 
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We had previously announced that not quite everything had been updated yet, so in that respect it is still early to weigh in on whether any code changes for items are needed. I still believe the answer will be 'no'. My first comment to typo log any item in question still applies.


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 Post subject: Re: Charms/Skills
PostPosted: Thu Mar 12, 2015 12:09 pm 
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Joined: Fri Oct 10, 2014 2:22 pm
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Sweyn wrote:
May also be based on two recent group fights where one side had 2+ sorcerers who got to cast and recite a lot of petrifications. I know better than to try to tell you when is too early to judge. What is abundantly clear is that after your recent changes there is still a learning curve to SK and that newbies who completely fail to address will/fort spells via full MR or innate mods will die very quick in PK.


New innate changes make everyone vulnerable, I have a good kit and there is no hope for me should I get petrified. So chewing through a charm whole getting lambasted with one shot spells means I am probably going to eat it to subpar sorc. Petrifying me.


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