Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sat Nov 11, 2006 2:15 am 
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Quote:
A room-effect snare even if in flight in the hands of a ranged-attack capable enemy


And you can't even use ordinary recall do get out of it (which is bullcrap btw).

However, I agree with Dulrik's proposition, change the skill to function more like the new haste instead of the old haste.


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PostPosted: Sat Nov 11, 2006 2:51 am 
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As far as griffons go, the only class that can get enhanced damage and be a Fist is scouts.

GM claws + enhanced damage + fist skills + buff spells (ie gstr/haste/etc) = my griffon do dmg

Just wish I would get griffon attack...


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PostPosted: Sat Nov 11, 2006 4:45 am 
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GM claws + enhanced damage + fist skills + buff spells (ie gstr/haste/etc) = my griffon do dmg


Maybe stacking with enhanced damage is part of the problem? Getting rid of that might be an excellent way to reduce the power of fighters without affecting casters.

Quote:
Just wish I would get griffon attack...


To my mind, that's another minor disadvantage of the status quo. Griffons seem powerful in the Fists while being somewhat weak elsewhere. I don't really want to see a single cabal become that important in balancing the race, especially when the cabal doesn't accept a griffon's sole fighting class.


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PostPosted: Sat Nov 11, 2006 5:50 am 
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Hey I was bragging. I wasn't complaining. Don't touch my griffon. His damage output is the only thing going for him.

Any and all spells rape griffons. In the bum bum bum.

So, if the rest of the mud got their [REDACTED] together an the Adepts had their relic then I could say the Adepts are the most over powered.

Because with one spell they could drop the combat viablity of my griffon to zero.

Guess how well I'd be able to restist said spell from a max art sorc/nerco.


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PostPosted: Sat Nov 11, 2006 7:57 am 
This is irritating in the fact that the cabal is finally not a joke, noone feared the fists until the changes. Six attacks a round balances the class out when you are a caster faced with getting bashed, you also cannot cast spells while using the skill so there are draw backs. Cap the attacks at six if you must, stripping away any edge this cabal has will cast it back into low numbers again. RP isn't enough to keep most players in a cabal with the CRS system active.


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PostPosted: Sat Nov 11, 2006 8:21 am 
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The griffon bonus is another fallacy. If you are using the fist fighting style, you don't get the claw damage bonus. You get a fist fighting style damage bonus instead. As for giants, their only innate benefit is having enhanced damage. A caster can duplicate their strength with the giant strength spell.


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PostPosted: Sat Nov 11, 2006 9:03 am 
Yana wrote:
RP isn't enough to keep most players in a cabal with the CRS system active.


Sixteen Adepts call [REDACTED] on that one.


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PostPosted: Sat Nov 11, 2006 10:12 am 
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Yana wrote:
This is irritating in the fact that the cabal is finally not a joke, noone feared the fists until the changes. Six attacks a round balances the class out when you are a caster faced with getting bashed, you also cannot cast spells while using the skill so there are draw backs. Cap the attacks at six if you must, stripping away any edge this cabal has will cast it back into low numbers again. RP isn't enough to keep most players in a cabal with the CRS system active.


The arguments I have seen against balancing the FIST skills are weak. Getting eight attacks a round is overpowered. If roleplay isn't enough to keep players in your cabal, I suggest you get better leadership.


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PostPosted: Sat Nov 11, 2006 10:29 am 
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*yawns*


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PostPosted: Sat Nov 11, 2006 7:57 pm 
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Location: Denmark!
Quote:
So, if the rest of the mud got their [REDACTED] together an the Adepts had their relic then I could say the Adepts are the most over powere


Adepts? My god, I mean, you could've mentioned mostly every other cabal, adepts are the only one without one blatantly powered spell.

Dulrik wrote:
As for giants, their only innate benefit is having enhanced damage. A caster can duplicate their strength with the giant strength spell.


Do not forget their size, it is a bonus as well. Also, their innate bash skill is immensely powerful when regarding giant shamans and warlocks, adding quite a lot to their melee potential.


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