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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Sat Dec 12, 2015 12:08 pm 
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This change has made using trip or bash in PvP completely suicidal. Given that most noobs will spam bash when you attack them instead of fleeing to regain their bearings and mount a competent counter-attack this has practically handed the game to the vets.

I can now turtle in hedgehog stance without fear of being knocked prone, leaving all of my actions open. This strategy can literally reduce a group to a pulp considering that since I cannot be knocked prone I can quaff heal pots with impunity to mitigate the few stray hits that get through. So swashbuckler isn't a joke anymore. It's just gonna come down to who can hoard the most heal potions to outquaff the other


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Mon Dec 14, 2015 3:03 pm 
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ninja_ardith wrote:
to outquaff the other


Hahahahaha that sounds so wrong.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Thu Dec 17, 2015 10:36 am 
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Location: Gulf Breeze
D, could you elaborate on reflex no longer disrupting concentration?


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Thu Dec 17, 2015 3:59 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Part of bash/gore/trip has always been a chance to disrupt concentration separate from the disruption of the (meager) damage taken due to the skill. When we first did the update, that was also being eliminated by a successful reflex save. Now it isn't.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Thu Dec 17, 2015 11:29 pm 
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Does the bonus to elemental spells, obviously aimed at making warlocks awesome affect non warlock spells such as flamestrike, the shaman's call lightning, and hellion's hellfire?


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Thu Dec 17, 2015 11:37 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
ninja_ardith wrote:
Does the bonus to elemental spells, obviously aimed at making warlocks awesome affect non warlock spells such as flamestrike, the shaman's call lightning, and hellion's hellfire?

There were no changes made to any specific spells (elemental or otherwise) in this set of updates. Racial magic reduction (I'll use that term to disambiguate it from the magic resistance you can get via enchantments) used to also provide a reduction to damage from fire, cold and lightning of any sort. Now it doesn't. That includes most warlock spells, the other spells you named, 'flaming' melee weapons, some types of dragon's breath, etc.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Thu Dec 24, 2015 9:00 am 
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Joined: Thu Jul 17, 2008 9:10 am
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Scout is possibly my favorite class. Being able to use skins in a viable way has always been a major benefit to the class. One that was lost. Now regained. I'm glad to see that.

Hellions still need a fix - badly.

----

Quote:
This change has made using trip or bash in PvP completely suicidal. Given that most noobs will spam bash when you attack them instead of fleeing to regain their bearings and mount a competent counter-attack this has practically handed the game to the vets.

I can now turtle in hedgehog stance without fear of being knocked prone, leaving all of my actions open. This strategy can literally reduce a group to a pulp considering that since I cannot be knocked prone I can quaff heal pots with impunity to mitigate the few stray hits that get through. So swashbuckler isn't a joke anymore. It's just gonna come down to who can hoard the most heal potions to outquaff the other


I've played this game a long time and I've never found myself agreeing with Ardith so much as I have in this one random day of scouring the forums... With the de-buff to barbarians and the buff to swashbucklers... The way taunt works now too... There may be a new best fighting class in town (give or take cursed blades - Ardith knows better than I - I've never tested the disarm percentages).

And nuanced mechanics like this are tough for non-veterans of the game who don't necessarily know how to engage other classes beyond FIGHTER BASH!


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Fri Dec 25, 2015 10:32 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
FYI: Ardith posted that bash/trip complaint prior to the tweak.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Fri Dec 25, 2015 2:45 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
I haven't had as much time to fully test it, or heard of any comprehensive tests, but from anecdotal experience the reworked numbers seem to fit the change much better.


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 Post subject: Re: Code Update 12/7/2015 Q&A
PostPosted: Fri Dec 25, 2015 2:46 pm 
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Dulrik wrote:
FYI: Ardith posted that bash/trip complaint prior to the tweak.


Ah - I see. Okay. Thanks for the clarification D. You know I'm not on here too often. It's a new world on these forums...


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