Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu Jun 07, 2007 2:40 pm 
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Location: Denmark!
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Just add that I picked the one crossbow that comes with damage enchants, enchanted it further, have a symbol to add more, am a giant, and go into PK with haste and frenzy are what make it brutal.


I have seen the power of the siege crossbows, which were the starting issue, I have not felt a crossbow without the enhancements you speak of (though I am 100% positive you didn't have frenzy one of the times). The siege crossbow is immensely powerful even when used with nothing else equipped than a quiver.

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Like people will whine about charge as soon as Mitch gets his char up.


I am well aware of this and I have been ever since I saw Peso raw-kill a gm sorc with a paladin - I think it warrants a nerf aswell. Charge should not be better than cleave.


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PostPosted: Thu Jun 07, 2007 2:43 pm 
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Regular crossbows are not really broken the issue is Giant crossbows are. They do more damage than a siege weapon which is fixed in place so has a predefined disadvantage. As I understand D does not wish to return to the times when PCs would kill another PC is a round or two. That is exactly what you are doing with your spec and at range of rooms. The point has been raised and if something is not done about it a great many people will be left with a sick feeling about game balance and either imitate or leave.


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PostPosted: Thu Jun 07, 2007 3:06 pm 
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Or they will completely ignore people like silmar and their bitching, and continue playing sk in pseudo-harmony.


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PostPosted: Thu Jun 07, 2007 4:07 pm 
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TheCannibal wrote:
I think the size:damage ratio needs to be the appropriate wimp moreso than the range. In all honesty, most fights with xbows take place in the same room so reducing the range isn't an effective solution.


I agree, limiting range isn't even an issue since most battles will end up taking place in the same room.

How does this deal with the issue?

I don't think the size bonus is all its cracked up to be either.

Anyway, I've pointed out the real issues of the use of crossbows and siege crossbows. In my opinion I believe that the regular crossbow is actually more powerful because you can pump out more attacks over a shorter time frame.

Ten attacks versus six attacks is two rounds is far more powerful.

The real issue is that there is no actual way to negate the damage being done by these things. In a brilliant move of awesomeness shield block was disabled versus ranged combat. That's actually pretty mind boggling, considering how useful shields were against ranged weapons in real life.

If you want to change something regarding range, the accuracy and damage of a shot should decrease for each room a missile travels.

Limiting it to the same room is a non-issue. It's actually laughable since it doesn't do anything to stave off the ability to *rape* classes that are softer.

From my perspective, I haven't really seen much damage from these missiles, and I was struck in the head by a giant siege bolt made out of iron. It only took away 12% of my HPs. I'm sure that hurts a lot more to classes that don't have protection and sanctuary up 24/7.

I think that shield block should be re-enabled to work against ranged combat and that swashbucklers should get some skill like a wall of blades. And that's just because I want to fanboy for that scene in Crouching Tiger, Hidden Dragon.


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PostPosted: Thu Jun 07, 2007 4:37 pm 
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SK Character: Airkli
Cyra wrote:
TheCannibal wrote:
I think the size:damage ratio needs to be the appropriate wimp moreso than the range. In all honesty, most fights with xbows take place in the same room so reducing the range isn't an effective solution.

That's actually pretty mind boggling, considering how useful shields were against ranged weapons in real life.


THIS IS SPARTA!


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PostPosted: Fri Jun 08, 2007 8:18 am 
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I agree with Cyra 100%


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 Post subject: Cover
PostPosted: Fri Jun 08, 2007 8:43 am 
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SK Character: Achernar
How about a new command? Similar in lag to a bash, it allows anyone with a shield to spend the next 3-4 rounds with a reduced number of attacks and concentration to block incoming missiles. It allows a person to actually defend versus ranged attacks, but at a cost of lag and concentration. Of course, you're still probably going to get hit, but perhaps this could be a tactical defense versus ranged weapons?

A


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 Post subject: Re: Cover
PostPosted: Fri Jun 08, 2007 9:16 am 
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SK Character: Karsh
Achernar wrote:
How about a new command? Similar in lag to a bash, it allows anyone with a shield to spend the next 3-4 rounds with a reduced number of attacks and concentration to block incoming missiles. It allows a person to actually defend versus ranged attacks, but at a cost of lag and concentration. Of course, you're still probably going to get hit, but perhaps this could be a tactical defense versus ranged weapons?

A


Implement now plzkthnx.


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 Post subject: Re: Cover
PostPosted: Fri Jun 08, 2007 2:29 pm 
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Achernar wrote:
How about a new command? Similar in lag to a bash, it allows anyone with a shield to spend the next 3-4 rounds with a reduced number of attacks and concentration to block incoming missiles. It allows a person to actually defend versus ranged attacks, but at a cost of lag and concentration. Of course, you're still probably going to get hit, but perhaps this could be a tactical defense versus ranged weapons?

A


I'd agree to this. Sounds like a damn good idea.


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PostPosted: Fri Jun 08, 2007 8:46 pm 
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Doesn't solve the problem of the fragile classes being raped in six shots - which is the real problem at hand.


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