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 Post subject: [Idea] New spell Disenchant
PostPosted: Fri Aug 02, 2019 5:03 pm 
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Joined: Tue Apr 08, 2003 5:55 pm
Posts: 249
Location: CA
[Spells help] disenchant

Syntax: cast 'disenchant' <target>

With the mastery of spells, a caster is able to disable the usage of magical trinkets temporary or remove any wards that are currently active by a trinket. This spell does not affect any spells that require any type of concentration by the caster of the spell. This also affect protection spells that are brewed or from wands/staves.

If the target has multiple trinkets that gives a form of protection, it affects all of them. Because this spell does not affect a person directly, it bypasses fortitude, willpower, and reflex directly going to the affected trinket.

See also: dispel 'holy word'


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Game Balance beneficial effects
- Buffs up casted spells versus scripted item spells
- Removes the ability to be multiclass through scripted item (bracer that grants spirit aura) giving an unfair adventage over other players
- To make it more balanced, probably make it limited to casters as they have the knowhow to stop it. Maybe only classes that have the ability dispel or only classes that can enchant and consecrate. It makes sense if you can add spell to an item, then your able to remove the special effects on an item.
- Balances PK by removing massive unfair advantage of end-game gear


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 Post subject: Re: [Idea] New spell Disenchant
PostPosted: Fri Aug 02, 2019 5:43 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
So... dispel magic? But only for worn items?


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 Post subject: Re: [Idea] New spell Disenchant
PostPosted: Mon Aug 05, 2019 3:16 pm 
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Joined: Tue Jan 24, 2017 7:48 pm
Posts: 314
BAI7l7 wrote:
[Spells help] disenchant

Syntax: cast 'disenchant' <target>

With the mastery of spells, a caster is able to disable the usage of magical trinkets temporary or remove any wards that are currently active by a trinket. This spell does not affect any spells that require any type of concentration by the caster of the spell. This also affect protection spells that are brewed or from wands/staves.

If the target has multiple trinkets that gives a form of protection, it affects all of them. Because this spell does not affect a person directly, it bypasses fortitude, willpower, and reflex directly going to the affected trinket.

See also: dispel 'holy word'


----------------

Game Balance beneficial effects
- Buffs up casted spells versus scripted item spells
- Removes the ability to be multiclass through scripted item (bracer that grants spirit aura) giving an unfair adventage over other players
- To make it more balanced, probably make it limited to casters as they have the knowhow to stop it. Maybe only classes that have the ability dispel or only classes that can enchant and consecrate. It makes sense if you can add spell to an item, then your able to remove the special effects on an item.
- Balances PK by removing massive unfair advantage of end-game gear


Just going to mention this. Be careful using balancing PK as a "beneficial effect". The weapon type standardization code had balancing items for PVP as a main consideration and to this day people regret how it impacted weapons and the classes that actually use them.


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 Post subject: Re: [Idea] New spell Disenchant
PostPosted: Tue Aug 06, 2019 2:20 pm 
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Joined: Tue Apr 08, 2003 5:55 pm
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Location: CA
Man I hated that change so much. Made people so picky about weapon rather than just focus on rare material based weapon. It changed everything about the game.

This spell would only impact players that utilize high-end scripted gear. Its a general consensus that that more scripted item and end-gear loot you have, the more unstoppable you are. This would take the scripted item gear out of the equation but still retain the AC of the gear. For example, a mercenary with a scripted GM spirit aura gear has a massive advantage over another mercenary.

It doesn't have to be long. It can last three ticks. Long enough to make a difference, but not too long to be annoying. This is not like dispel, as it just voids the scripted item temporarily. When it wears off, the protection becomes active again. Really depends on whats easier to code. If its easier to just take off scripted-item spells, then prob that instead.


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 Post subject: Re: [Idea] New spell Disenchant
PostPosted: Wed Aug 07, 2019 7:16 am 
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Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
Counter-point: how would you feel if you killed GGI and Somnium and Ephialtius and some crazy [REDACTED] in the frozen waste. You got this elite scripted gear by spending tens of hours traveling to the end game areas, only to get killed in PK because this no-save spell removed all the buffs that you worked so hard to get?

I think that’s unfair to the people who commit large amounts of time and energy into becoming this ultra bad-ass. If you went on a 4 or 5 hour journey to get perms-sanc, or you killed Ephi to get perma-spirit aura, you deserve to be damn-near unkillable.

There have been numerous changes to allow players to be more survivable. These have been code changes that make it harder to get killed by another player. These top-tier players have taken the survivabilty into their own hands and have worked hard to protect the life of their character.

I don’t personally like this spell idea for those reasons. Nothing against you as a person. I just don’t think it would benefit the game.


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