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Should sorcerers be limited to one charmie at a time?
Yes - this would make sorcs less OP and alleviate the NPC wars mentality of the game 67%  67%  [ 20 ]
No - sorcs need to have access to multiple charmies at a time in order to be viable 20%  20%  [ 6 ]
I abstain from voting (Snuffles option) - please explain 13%  13%  [ 4 ]
Total votes : 30
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 Post subject: Re: Proposal: One charmie per sorcerer
PostPosted: Fri Feb 04, 2011 8:22 am 
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Well that's how I always did that solo with a sorc. I wouldn't be shocked if a solo sorc could just melee that group to shreds, though.


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 Post subject: Re: Proposal: One charmie per sorcerer
PostPosted: Fri Feb 04, 2011 11:03 am 
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Edoras wrote:
Baldric wrote:
Like the triple harm scroll requires nothing but magic missile and fly
Well SURE if you want to be a pansy about it.


I can do it with my paladin and another melee character. When I played Terrell, I just had Nyphera tank and used Lathron as damage output. I don't think she dropped any lower than 65%, ever, tanking those groups. They're just too easy to kill. Not to mention that they're susceptible to petrification. I'm not sure there's even any challenge for a sorcerer involved with these groups. I'm fairly certain you do it alone considering the high int that deep-elves have.


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 Post subject: Re: Proposal: One charmie per sorcerer
PostPosted: Fri Feb 04, 2011 11:12 am 
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Have the chancel NPCs stop following you if you leave the area and problem partly solved.


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 Post subject: Re: Proposal: One charmie per sorcerer
PostPosted: Fri Feb 04, 2011 11:15 am 
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I leveled to GM in the Chancel with my elf sorc. Those NPCs aren't too bad.


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 Post subject: Re: Proposal: One charmie per sorcerer
PostPosted: Fri Feb 04, 2011 11:20 am 
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Baldric wrote:
Edoras, necromancer is the only class that can beat a delf sorcerer 1v1. Seriously. I'll give you ANY class/race/faction combo, FULLY prepped, and the absolute best they can hope for is a draw at the end of a very risky fight. Most combinations of 2 PCs, when played by competent, prepared players, do stand a chance against a sorc. Once you've got three decent players, things are stacked against the sorcerer. The combo is just too OP.

Terrus wrote:
This proposal won't help crap. It will nerf deep-elf sorcerors who can't cast hardly anything while holding two charms AND charm can't be scribed, so it's not like it will really effect anyone else because no one else has the int to effectively control two charms.

Uh, you're just wrong. Delf sorcs run around with two charmies all the time. And since scrolls/wands/staves don't take concentration, these sorcs tend to recite triple FoD, triple harm, or double petrification. Or hell, they can zap OP fear, OP cone of cold, OP acid blast, or OP color spray. I'm sorry, but you don't know what you're talking about. The ability to hold two charms is one of the reasons that delf and human sorcs are in a league of their own, and you might be surprised by how much spare concentration they actually have when holding two charms. Also, the ability to charm players while already holding a charm is definitely a big deal, whether or not it's a tactic Edoras uses.

Terrus wrote:
Besides, with remove compulsion priests a dime a dozen I don't see how this is even remotely an issue. My sorc got roflstomped by remove compulsion.

Remove compulsion has a huge casting time. If you lost while playing a sorc, you just don't understand how to play the class. Sorry, that's as nicely as I can put it.


Also, sorcs don't actually have weaknesses, and this whole "glass cannon" nonsense is a bunch of propaganda. The class is nearly unkillable because they're always in the third row and have easy access to every defensive buff in the game. The only way to die while playing a sorc is to be incompetent. Examples include going afk, not holding MI, trying to go 1v6, or not keeping track of true seeing potions in the game.

And I'm assuming Mira's stamp of approval is for the original idea in the thread and not the abolition of tribunals.

Lastly, I will point out that Orius voted not to implement this change, but that's because he wanted to keep thing so that one player was able to take on the entire mud. I think that vote should be counted in my favor.


Remove compulsion does not have a long cast time and has a success rate of 100% in my experiences.

If people can zap/recite/brandish OP crap while holding two charms, then do something about the OP items being used. It's a lot easier to remove OP unnecessary consumables from the game than change the charm code and frankly I don't think those OP items should be in the game.

Like I said originally this idea will only limit humans and deep-elves from having two charms. Deep-elves can't even rest with two charms because they don't have enough concentration and humans are even worse off.

You may think I'm bad at playing a sorc which is totally fine by my but you didn't fight near the amount of remove compulsion priests I have I can guarantee you that. Especially a remove compulsion priest in the Guardians/Keepers. They've never killed me, but they effectively neutralize my charm everytime. All it takes is 2 rounds and I'm not really quite sure how I could kill a priest + pet + tribunal NPC in 2 rounds. Maybe you could explain?

REMOVE TRIBUNALS, NPC WARS FIXED

THATS ALL IT TAKES FOLKS

SORCS ARE NOT THE PROBLEM, THEY'VE BEEN ABLE TO HOLD 2 CHARMS FOR OVER A DECADE NOW

REMOVE TRIBUNALS, PROBLEM SOLVED


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 Post subject: Re: Proposal: One charmie per sorcerer
PostPosted: Fri Feb 04, 2011 11:24 am 
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I don't think staves are currently overpowered at all. They have a massive lag associated with them.

Tweaking wands (removing the most powerful offensive ones, capping their level, changing lag, adjusting art application, or whatever) might be a good change but, as others have said, I'd worry that this would just end up hurting warlocks.


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 Post subject: Re: Proposal: One charmie per sorcerer
PostPosted: Fri Feb 04, 2011 11:27 am 
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Or maybe not, because if everyone is on the same playing field and is casting spells then I think that would give warlocks a bit of a buff because they arguably have some of the best casted spells in the game. I think proof of that would be everyone using warlocks spells in scroll/wand form and still kicking butt


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 Post subject: Re: Proposal: One charmie per sorcerer
PostPosted: Fri Feb 04, 2011 12:03 pm 
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Terrus wrote:
Baldric wrote:
stuff


Remove compulsion does not have a long cast time and has a success rate of 100% in my experiences.

If people can zap/recite/brandish OP crap while holding two charms, then do something about the OP items being used. It's a lot easier to remove OP unnecessary consumables from the game than change the charm code and frankly I don't think those OP items should be in the game.

Like I said originally this idea will only limit humans and deep-elves from having two charms. Deep-elves can't even rest with two charms because they don't have enough concentration and humans are even worse off.

You may think I'm bad at playing a sorc which is totally fine by my but you didn't fight near the amount of remove compulsion priests I have I can guarantee you that. Especially a remove compulsion priest in the Guardians/Keepers. They've never killed me, but they effectively neutralize my charm everytime. All it takes is 2 rounds and I'm not really quite sure how I could kill a priest + pet + tribunal NPC in 2 rounds. Maybe you could explain?

REMOVE TRIBUNALS, NPC WARS FIXED

THATS ALL IT TAKES FOLKS

SORCS ARE NOT THE PROBLEM, THEY'VE BEEN ABLE TO HOLD 2 CHARMS FOR OVER A DECADE NOW

REMOVE TRIBUNALS, PROBLEM SOLVED



1) I can think of several ways that a sorc could deal with a tribunal cloth priest. Even against the best, most prepared players in the game, there are many options available to the sorc. In fact, if a tribunal sorc goes 1v1 with a tribunal cloth priest, and DOESN'T bring a charm, my money would be on the sorc. If a non-tribunal sorc brings a tanking NPC (Bill on mood defensive for example) to a fight with a tribunal cloth priest, I think it's an even match. The sorc will be put in the second row early in the fight, but in that amount of time, he can easily put the enemy priest in the second row as well. The sorc can dirt kick the priest, color spray the priest's group, taunt the priest, feeblemind the priest, backstab the priest, petrify the priest's group, cause the priest's group to flee from zapped fear, or kill the priest with faerie fire/triple harm/triple FoD. There are several other things the sorc can do. Basically, it'll be a close fight, but the sorc has ways of winning. Against almost every other class/race/faction combo, however, the sorc will have a noticeable advantage. That's why they're OP.

2)I will, however, concede that a select group of priests have a decent way of neutralizing charmies. As mentioned above, I don't think this means that cloth priest should always win a fight against a sorc. Sorcs just have too many options available to them for that to be the case. Furthermore, the fact that a small portion of one class can counter a tactic doesn't really mean that the tactic isn't OP, or that the class using the tactic isn't OP.

3) I thought deep-elves could rest while holding two charms. Edoras can correct me if I'm mistaken.

4) Nerfing magical devices has far-reaching effects and would extend beyond the sorcerer class. I agree that this is an option, though.

5) Tribunals aren't going to be removed no matter how many times you ask for it. Putting your argument in CAPS will also cause people not to take you seriously. I actually agree with you that there are some advantages to removing tribunals from the game. However, I think there's a lot that they add to the game as well, and I'd be loath to see those things removed. Perhaps there is some compromise that could be struck, where maybe you make the buffs available to them even better, improve their control over the enforcement of laws, and remove their ability to group up with tribunal guards. That sort of change would have a huge impact on game balance, however, and deserves its own thread.

Finally, I'd like to apologize to you and to anyone else whom I was hostile/obnoxious towards in the forums yesterday. I was sleep-deprived. For some reason I just couldn't fall asleep the night before and had been awake for a very long time. You'll notice that I started this thread at 6:00 AM or something.


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 Post subject: Re: Proposal: One charmie per sorcerer
PostPosted: Fri Feb 04, 2011 12:08 pm 
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Deep-elves can not rest while holding two charms.

Baldric wrote:
In fact, if a tribunal sorc goes 1v1 with a tribunal cloth priest, and DOESN'T bring a charm, my money would be on the sorc.


I'm calling draw on this one. The defending party, unless something bizarre or stupid happens, should always win.


Last edited by Edoras on Fri Feb 04, 2011 12:10 pm, edited 1 time in total.

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 Post subject: Re: Proposal: One charmie per sorcerer
PostPosted: Fri Feb 04, 2011 12:09 pm 
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Okay. With max mana trains, though, I know for certain that they can hold two charms for a very long time. I remember holding two charms with Joseph and actually gaining mana some ticks.


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