Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Saves vs art
PostPosted: Tue Apr 14, 2015 2:43 pm 
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Joined: Tue Jan 27, 2015 5:43 am
Posts: 107
Galactus wrote:
Shorten casting time.


It should be the same cast time as acid blast. Even with the cast time of acid blast, it is still questionable whether it is a better spell than blindness, weaken, curse, charm, petrify, fear or sleep. At the very least the help file should be changed and the last line stating that magma spray is arguably one of the most powerful combat spells available to any spell caster should be removed.

That is just false advertising. =) It is arguably one of the least powerful combat spells available to any spell caster.


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 Post subject: Re: Saves vs art
PostPosted: Fri Apr 17, 2015 5:07 pm 
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Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
I find it funny that a lot of the things being said here are things that I said about warlocks a while back, that mostly, spell casting for damage is absolutely useless. Even using racial weaknesses, such as a lightning bolt vs giants did a pitiful 3% to 7% damage at the most on a full hit. Mitigating spell damage is incredibly easy to do to the point that you can straight up become immune to damage spells, not to mention heal vials.

On the inverse, once you lock a warlock into having to heal their elemental, they have effectively lost the fight. It is only a matter of time before they run out of mana healing it, or the DPS out damages the healing spell simply because healing rays isn't very powerful. Playing a Sprite Warlock that was GM'd for several hundred hours gave me a lot of insight into the system. Sure magma can one shot low con sorcs, but against a prepared opponent, there is nothing a warlock can do but run. There is rarely a way they can turn a fight around without having to rely on wands / spells unless it's a fear wand.

Warlocks really need dispel, a way to cancel their opponents magic or lower their MR. To see Harm and acid blast and other spells do more damage than cone of cold, chain lightning, fireball and such is saddening as a warlock. They are great in PvE because most NPCs have no saves. Versus a player, they can't do anything at all if that player has even a small amount of MP or simple buffs like protection and shield.

Many of the warlock spells are useless, such as Earthquake and Dig. The ways for a warlock to make someone prone don't last any time at all, probably a half a round or a round at most. They are back up and can flee before your next spell goes off. Sure there is the o all bash from the elemental but that isn't always an option as someone may be behind a pet. Preventing that is easy enough.

From my experience, there is no point to playing a warlock at all. You can't change your elementals at will and having an elemental dispelled or killed means that you have to wait ages to bring it back, effectively forcing you to retreat. Necros and Sorcs can at least retreat, grab another charm and join the fight in 2-5 minutes at most depending on how they have their rift system or gates set up.

Anyways just my 2 cents.


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 Post subject: Re: Saves vs art
PostPosted: Sat Apr 18, 2015 3:39 pm 
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Joined: Sat Mar 07, 2015 5:24 pm
Posts: 13
D, long ago you put the magma cling on a separate combat timer I think? What about reducing the cling time and have the damage increase over the duration as it "clings and melts through your flesh? If you think about the way magma clinging to your body would work, the longer it's there, the more it's going to burn through and do more damage.


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 Post subject: Re: Saves vs art
PostPosted: Sat Apr 18, 2015 7:02 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Kin wrote:

Many of the warlock spells are useless, such as Earthquake and Dig. The ways for a warlock to make someone prone don't last any time at all, probably a half a round or a round at most. They are back up and can flee before your next spell goes off. Sure there is the o all bash from the elemental but that isn't always an option as someone may be behind a pet. Preventing that is easy enough.



While the majority of warlock spells are useless you do bring up something that is probably overlooked.

Dig got a hilariously great buff since being knocked prone resets stances to neutral.

While it's probably not the best strategy since SK is back to the book where only dps matters again, like so many other games, it can be a good way to swing things in the favor of the warlock's group.


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 Post subject: Re: Saves vs art
PostPosted: Wed Apr 22, 2015 3:18 pm 
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Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
Got ganked last night.
Four pieces with greater fort. One of which was consecrated for exceptional fort.
Two or three additional pieces, holding moderate fortitude.
I got one shotted by a casted petrification.
Do i need to get even MORE fort that what I already had?
Sorcerors are so OP right now it isn't even funny.

Maybe we should remove stacking restrictions, since the armor got nerfed. That'd be a quick and easy fix.


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 Post subject: Re: Saves vs art
PostPosted: Thu Apr 23, 2015 3:49 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Trosis wrote:
Got ganked last night.
Four pieces with greater fort. One of which was consecrated for exceptional fort.
Two or three additional pieces, holding moderate fortitude.
I got one shotted by a casted petrification.
Do i need to get even MORE fort that what I already had?
Sorcerors are so OP right now it isn't even funny.

Maybe we should remove stacking restrictions, since the armor got nerfed. That'd be a quick and easy fix.


There is no amount of saves that will guarantee you negate/reduce a spell's effect. You could have 100 fort, and still get taken to school on the first try by a bad result on the RNG.


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 Post subject: Re: Saves vs art
PostPosted: Thu Apr 23, 2015 4:43 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Trosis wrote:
Got ganked last night.
Four pieces with greater fort. One of which was consecrated for exceptional fort.
Two or three additional pieces, holding moderate fortitude.
I got one shotted by a casted petrification.
Do i need to get even MORE fort that what I already had?
Sorcerors are so OP right now it isn't even funny.

Maybe we should remove stacking restrictions, since the armor got nerfed. That'd be a quick and easy fix.


They're not any more powerful than warriors.

Code:
Life 100 Mana 100 Move  99 

A jaundiced male human stops resting, and clambers to his feet.

Life 100 Mana 100 Move  99 

A jaundiced male human's cleave wounds Baltus.
Kokula utters the words, 'parl xafe'.

Life 100 Mana 100 Move  99 

Baltus utters the words, 'parl xafe'.
A jaundiced male human loses the aid of the gods.
The blessing on a jaundiced male human's armor vanishes.
A jaundiced male human loses the blessing of the gods.
A jaundiced male human vanishes.
A jaundiced male human vanishes.
A jaundiced male human vanishes.
A jaundiced male human vanishes.
A jaundiced male human's images fade away.
A jaundiced male human loses the prayer of the gods.
A jaundiced male human's ward of protection vanishes.
Baltus's divine wrath injures a jaundiced male human.
Baltus's divine wrath wounds a legionnaire captain.
Baltus's divine wrath wounds a legionnaire captain.
Baltus utters a word of divine power!

Life 100 Mana 100 Move  99 

Baltus misses a jaundiced male human.
Baltus misses a jaundiced male human.
You cleave at a jaundiced male human's chest, causing a deep gash.
You cleave a jaundiced male human's head, tearing open a bleeding wound!
You cleave a jaundiced male human's chest, causing a gaping wound!
You cleave a jaundiced male human's mouth, knocking out a few of his teeth!
You cleave a jaundiced male human's jaw, breaking it with a loud *SNAP*
A jaundiced male human slashes at Baltus's head, causing a small but painful
 wound.
A jaundiced male human slashes at Baltus's chest, DISEMBOWELING him!
A heavy imperial warhorse beats at Baltus's stomach, barely wounding him.
A heavy imperial warhorse heaves his bulk upward and crashes down toward his
 opponents!
A heavy imperial warhorse beats at Baltus's chest, making him cough up blood!
A heavy imperial warhorse beats at Baltus's chest, making him cough up blood!
A heavy imperial warhorse beats at Baltus's left toe, bruising it slightly.
Baltus is blinded by the dirt in his eyes!
A legionnaire captain crushes Baltus's chest, making him cough up blood!
A legionnaire captain strikes suddenly, crushing Baltus's chest!  Some GUTS
 fall!
A legionnaire captain strikes suddenly, crushing Baltus's chest!  Some GUTS
 fall!
A legionnaire captain strikes suddenly, slicing at Baltus's chest!  Some GUTS
 fall!
A legionnaire captain slices at Baltus's stomach, scratching him slightly.
Baltus parries a legionnaire captain's attack.
A legionnaire captain strikes suddenly, slicing at Baltus's chest!  Some GUTS
 fall!
Overall, a jaundiced male human has some big nasty wounds and scratches.

Life 100 Mana 100 Move  97 

A wily male half-elf stops using a well-balanced cutlass with an olive leaf
 hilt.

Life 100 Mana 100 Move  97 

Baltus charges at a jaundiced male human's right wrist, causing a big gash.
Baltus charges at a jaundiced male human's chest, causing a gaping wound!
You tear a jaundiced male human's windpipe, resulting in a shower of BLOOD!
The unnatural darkness dissipates.
You cleave a jaundiced male human's head.  A jaundiced male human falls with a
 blank look on his face!
A jaundiced male human is DEAD!!
You hear a jaundiced male human's death cry.
A heavy imperial warhorse wanders away.



There's really no room for tactics these days. I'll give this guy credit for having good headgear given that I likely had giant strength and frenzy back before it was nerfed. Taking 5 shots to the head with a bill spec with those buffs is likely above average.


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 Post subject: Re: Saves vs art
PostPosted: Fri Apr 24, 2015 7:51 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
ObjectivistActivist wrote:
There is no amount of saves that will guarantee you negate/reduce a spell's effect. You could have 100 fort, and still get taken to school on the first try by a bad result on the RNG.

This. The sorcerer got lucky and you got unlucky. The odds were that the pet attempt would fail and he would have wasted his time with nothing to show for it but weakening your next fort save.


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 Post subject: Re: Saves vs art
PostPosted: Fri Apr 24, 2015 11:57 am 
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Joined: Thu Mar 05, 2015 8:14 pm
Posts: 94
My experience as Qulrokil and as previous sorcerers makes me think that it might not be a terrible thing to cap art at 6 or 8 for all classes. Enchant/consecrate would have to be adjusted so that they did not become impossibly annoying, as right now the difference between 8 art and 14 art enchanting is incredibly noticeable.


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 Post subject: Re: Saves vs art
PostPosted: Fri Apr 24, 2015 2:05 pm 
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Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
Dulrik wrote:
ObjectivistActivist wrote:
There is no amount of saves that will guarantee you negate/reduce a spell's effect. You could have 100 fort, and still get taken to school on the first try by a bad result on the RNG.

This. The sorcerer got lucky and you got unlucky. The odds were that the pet attempt would fail and he would have wasted his time with nothing to show for it but weakening your next fort save.



You don't really get it. This wasn't a situation where the caster got lucky and happened to land the spell when he only had 10% chance to succeed. This is a systemic problem. One cannot get enough saves to protect themselves from spellcasters using one shot win spells. It can't be done without MR.


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