Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu Jul 19, 2007 4:02 pm 
Cyra wrote:
Giants don't need a nerf in weapon speed. Just target them with a weaken spell or whatever. They already suffer through massive weight requirements to wear size giant equipment and they're supposed to dominate in melee combat anyway, that's their strength.

If anything you just need to start using the slow spell more. Which I wish that sorcerers got as well.


That only works if you're a shaman or a darkie.

Light auras and generally gray auras lack access to that spell set of maladicts. I'd like to see giants take a penalty in dex vs. weapon speed, but they need to hit less and each one of those hits (as it is now) needs to hurt far more than a human.

I never had a problem with giants for the most part when I could weaken/curse them (curse made them extremely susceptible to following spells), but the availability of speed maladictions is just [REDACTED] poor. Strength ones are a bit better, but still limited to one aura for the most part.

I just don't see why a giant should be infinitely superior to a centaur or griff in the warrior aspect. Better, but not infinitely so.


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PostPosted: Thu Jul 19, 2007 11:02 pm 
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Joined: Wed May 05, 2004 1:58 am
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Location: Athens, Greece
Giants have enough weaknesses too that you can take advantage of whatever aura you are. And you don't need to be a shaman. Their weakness to electricity (weapons/spells) and their mind that is vulnerable to charm spells and persuasion as well as any psychic weapon gives a good chance to pretty much everyone to defeat them.


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