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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 12:50 pm 
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Mortal

Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
I-win spells should be untargetable on pc's, that would fix all of the gripe about lower total amount of saves.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 1:49 pm 
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Mortal

Joined: Wed Nov 05, 2003 8:01 am
Posts: 480
Location: Greece
I think the changes are in fact balancing the game in many ways.

The only imbalance worth speaking right now, that however needs to be proven, are the MR barbs as there seem to be a lot of classes that cannot do anything against a MR barb right now.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 2:05 pm 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
I agree with Revenger. I was never part of the "MR Barbs are OPed" crowd but with the new changes to enchant, I think it might need to be looked at. Not sure about the solutions.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 2:08 pm 
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Mortal

Joined: Mon Feb 13, 2012 9:58 am
Posts: 194
SK Character: Reinald
Heh I knew people would complain about MR barbs with this change. Griffbarbs go!

Not being able to stack save endowments is a major problem. Casters didn't have any problems versus the vast majority of characters since very few had the time or the connections (yeah, finding people who would spend hours enchanting over and over again isn't something everyone can do) to properly enchant and have enough save runes. With the amount of prep time needed to be safe against casters, the trade off was balanced, even though I had seen petrifications landing on people with 120 rune suits.

I guess the only way to rectify that imbalance now is to make those 10 or 12 max save runes for each category be enough to protect against casters instead of having at least 20-25 in each. If someone is willing to spend the time necessary to endow, he should get the benefit of getting adequate protection for the time he spent and the effort of acquiring and reacquiring gear to endow after they blow up. This isn't a disadvantage to casters, it's balance.

That being said, the entire change is really great and has more advantages than disadvantages. Especially the change to weapon speed is going to make things far more interesting, especially in melee and merc specs.

By the way, I agree with Revenger wanting more numbers in the game so can we at least know how many runes correspond to each level of enhancing/endowing/consecrating without having to reverse engineer it again?


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 2:38 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Revenger wrote:
In previous state, great acc and great dam in a weapon, counted equally. So let's say 5 runes.
In this state, it seems that one great damage counts as 5 runes itself. Is this statement correct?

True. You now have choices to make - do you want to max out just one of accuracy, damage or speed? Or do you want to go half and half with two enchantments? Or maybe a small buff to all three? I think each weapon type will require different decisions.

Revenger wrote:
Weapon damage defines the maximum weapon damage output and accuracy the probability to attain it?

I think all I'm going to say about that is already listed in the help files for enchant and consecrate.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 3:24 pm 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Save endowments are "augment" type, which as I understand it stack across multiple slots, Erdu.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 3:36 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Magical protection and magic resistance are augment type. Everything else is enhancement type.


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 3:38 pm 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Dulrik wrote:
Magical protection and magic resistance are augment type. Everything else is enhancement type.


Oh. Lol. I foresee a glut of caster characters with access to I Win spells!


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 4:09 pm 
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Mortal

Joined: Mon Sep 16, 2002 4:06 am
Posts: 756
Location: Murfreesboro/Cookeville, Tennessee
Yeah..If this is the case, then unless you find items with innate enchants of each save..You're max is what, 12 of each save at best?


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 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 5:52 pm 
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Mortal

Joined: Wed Aug 24, 2011 6:07 pm
Posts: 362
I'm still trying to figure out if skins will be worth it any more, that's about the only thing i have to save on the new enchant system for now until we have more examples of "We have less saves, casters rule the world." I don't know if Dulrik buffed how much a certain rune or such does or if it's still the same. The few things I do like about the new system is that we can enchant stat mods and increase weapon speed, that's nice. And I won't hop onto the band wagon about enhancement bonus' not stacking until the systems about about long enough.


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