Shattered Kingdoms

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PostPosted: Sun Jun 10, 2007 1:28 pm 
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If he just has enough PE for 3-4 rounds he can decimate any casters which leaves the other group complete [REDACTED].

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Any knowledgable opponent has an advantage over those that know not.


Any knowledgable ranged-using opponent has a distinct advantage over a knowledgable one who does not - that's the entire problem.

Sklz have hit the nail, that is all.


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PostPosted: Sun Jun 10, 2007 1:32 pm 
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Hm. Let's look at the stereotypes. The mercenary is the armored warrior who uses a combination of tactics and brute force to pretty much just squish everything. The scout is the guy you don't see who pops out of thin air and messes you up while you can't touch him.

I say give scouts an enhanced ranged dodge. No 'splanation needed.


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PostPosted: Sun Jun 10, 2007 1:32 pm 
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Last I checked however the only other active skill that a scout has in combat is Dirt Kicking. And that can chew through PE quite quickly as well. So now you are saying that I am going to be charged PE to shoot a bow? If so why not extend it to swinging a sword. Last I was checking some sords in game weigh upwards of 20 lbs. I would love to see people swing that all day even trained. If you are going to make such a stretch dodging also can tire someone.


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PostPosted: Sun Jun 10, 2007 2:03 pm 
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There already IS a pe drain for swinging a sword. It's the active combat pe drain. You notice it at lower levels, not so much at higher levels.

And actually, taking away PE per shot isn't that bad - but it should be about half of the pe drain from swinging a sword in combat - and this idea also doesn't solve the ranged combat "problem".

EDIT: Up to now, I was replying to Malhavoc while missing Achernar's post. I disagree hugely with that post, because the refresh herbs currently available to scouts aren't that powerful - while at the same time, they take a chunk of hp away from them. You can't really consider that as a viable way to support shooting.


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PostPosted: Sun Jun 10, 2007 2:21 pm 
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Achernar wrote:
Its easy. Seriously increase the PE cost for shooting. Scouts have herbs of refresh, which can be their method of being longer lasting shooters. Mercs can still shoot fast, but they'll tire and be useless while a scout can gather herbs, camo, ambush, and still kill the merc in the wilderness.

A


Meh, as other people have said that doesn't really solve the issue. No one has an issue with ranged combat from a scout being their primary source of damage. The issue is in two parts.

One: The level of ranged damage being put out by both Scouts and Mercenaries is too high for the lack of risk/penalty. (Note: I'm not talking about ambush, or other such things that require set up)

Two: Mercenaries are to the point where they are better at ranged combat/skirmishing than Scouts.

The solution that comes down needs to be one that only slightly wimps Scouts ranged damage output, while significantly affecting Mercenaries ranged combat capabilities, while not hindering their melee capabilities.

The best way I can see to do this is some sort of overall change, while giving scouts the means to negate a large portion of it. Also, if at all possible make it a change that doesn't adversely impact drastically lesser forms of ranged combat.


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PostPosted: Sun Jun 10, 2007 3:05 pm 
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Carsetius wrote:
That is the dumbest idea I have heard. Wimping Mercs armor bonus so they can move around. What the hell, You do not have to be that nimble to shoot a bow or crossbow.


Then apparently you have never heard of the giant warlock.

You do have to be nimble to skirmish, though. A priest can have armour changes due to religion, this is not any different. It's a choice of weaponry, instead of faith. A mercenary who wants to shoot people doesn't need heavy armour. And, honestly, imagining someone shooting that quickly in full plated armour is one of the dumbest things I can think of.


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PostPosted: Sun Jun 10, 2007 4:26 pm 
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I don't recall there being any restrictions to shooting in D&D rules.


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PostPosted: Sun Jun 10, 2007 5:33 pm 
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Put shield block back into arrows. Give scouts a way to reduce its effects. similar to finesse with bows.


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PostPosted: Sun Jun 10, 2007 6:07 pm 
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Lolth wrote:
I've asked a few people to test out whether ranged combat drains any PE. According to their observation, it does not. Now this does not seem logical to me. If you're going to tweak ranged combat, make it so that a significant amount of PE is drained per round. I can guarantee from first-hand experience, that shooting a bow is extremely draining.

I'm still not entirely sure how much the PE drain should be, but I reckon it might be a good idea to make it equal or slightly less than the bonus the 'refresh' spell gives.

Firing a ranged weapon should be lowring PE for every shot per round after the first shot, the same way that swinging a sword does. If it's not doing that, there is a bug somewhere.


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PostPosted: Sun Jun 10, 2007 6:33 pm 
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Dulrik - It does.

[HP:100%] [ME:100%] [PE: 99%]
>
[MIDNIGHT] Divalni: Lumos, Krakish and I can defeat an outer guardian
A fire elemental's flaming bite barely burns the grey wolf's right leg.
A fire elemental's flaming bite lightly burns the grey wolf's waist.
A fire elemental's flaming bite lightly burns the grey wolf's chest.
Your diamond round bolt streaks into a fire elemental!
You pierce at a fire elemental's right hand, ripping a small wound.
You load your weapon with a diamond round bolt.
Your diamond round bolt streaks into a fire elemental!
You pierce at a fire elemental's left arm, slicing a painful wound across it!
You load your weapon with a diamond round bolt.
Your diamond round bolt streaks into a fire elemental!
You pierce at a fire elemental's right arm, tearing open a big bleeding wound!
You load your weapon with a diamond round bolt.
Your diamond round bolt streaks into a fire elemental!
You pierce at a fire elemental's stomach, smashing a deep gash.
You load your weapon with a diamond round bolt.
The grey wolf misses a fire elemental.
A fire elemental is unaffected by the grey wolf's bite!
A fire elemental is unaffected by the grey wolf's bite!

[HP:100%] [ME:100%] [PE: 98%]


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