Shattered Kingdoms

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 Post subject: Buffs
PostPosted: Tue Sep 11, 2012 10:04 am 
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Joined: Sun Jul 25, 2004 5:10 pm
Posts: 426
Location: Rhode Island
SK Character: Walthur
More now than ever, I am sick and tired of seeing people with 10+ buffs giving them every possible spell available. Your seeing characters with spell ward, spirit aura, lighten load, sanctuary, haste, vials and vials of healing, protection, frenzy, bless, religious spells when they arent even in a religion, resist elements, ironguard and the list goes on. I for one, who has been playing this game for over a decade now, would like vials done away with except for classes that can brew. I'd like to see them somehow cursed so they cant give them away and leave each skillset to itself. A single character walks around with all these things because they have friends ICly or OOCly and are damn near invincible to everything. It takes the fun out of the game for me knowing I have to prepare forever just to not be killed at someone else's whim each and every time they decide to attack. Say your a warlock and your enemies all have vials and vials of resist elements, the game no longer remains fun. This isn't in general discussion so no flames. Food for thought, why is it remotely good for the game when a single character walks around with sanctuary, resist elements, ironguard, spirit aura, spell ward, lighten load, frenzy, bless, haste, giant strength, protection, religious spells, umpteen vials of healing and god knows what else. It makes it impossible for anyone to kill them who doesn't come with a large group and even then you have to be lucky to catch them alone. I dont even have a character right now so Im not partial to any particular class but I read logs occasionally and see this happening more and more. MR barbs were a step in the right direction but any time characters walk around almost always with vials that make entire classes irrelevant against them is poor for the game. Also, rogues: why the heck does a pet behind block a circle stab? Thats another point, you just walk around with a pet behind you and completely negate an entire class, I dont like it. FOOD FOR THOUGHT

EDIT: & Im not even getting into the characters with great enchanted suits combined with all this, imagine.


Last edited by Mr.Treefinger on Tue Sep 11, 2012 10:10 am, edited 1 time in total.

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 Post subject: Re: Buffs
PostPosted: Tue Sep 11, 2012 10:07 am 
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Breathe.


Also, your argument is missing, and even if it were, it's invalid. Scripted items are few and far between, and the remainder comes from a metric ton of preparation, which is one of the few things separating the haves from the have-nots.

MR Barbs were a step in the wrong direction, since they "level" the playing field between the prepared and the naked. That's a shame.


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 Post subject: Re: Buffs
PostPosted: Tue Sep 11, 2012 10:14 am 
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Joined: Sun Jul 25, 2004 5:10 pm
Posts: 426
Location: Rhode Island
SK Character: Walthur
I knew this exact argument would arise nearly this quickly. Whats ironic is this: characters who have all these buffs and dont have them in their skillset arent the ones preparing. Its the brewers and sorcs preparing.


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 Post subject: Re: Buffs
PostPosted: Tue Sep 11, 2012 10:16 am 
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There's a yin and yang to these games that is intrinsic.

Enchanting classes are givers, and melee classes are takers. There's nothing wrong with that.


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 Post subject: Re: Buffs
PostPosted: Tue Sep 11, 2012 10:18 am 
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I have to agree, access to near every buff in the game is kind of a downer.

Scripted items should be wimped, make the spells under level 35. Also severly limit the level of the spell tha can be brewed.


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 Post subject: Re: Buffs
PostPosted: Tue Sep 11, 2012 10:20 am 
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Location: Rhode Island
SK Character: Walthur
To Nightwing: Did I say anything about a problem with yin and yang mr. miyagi? I said its bad for the game when a warlock can never touch you because your friend brewed 20 vials of resist elements for you. Its not right that a shaman can never touch you because your friend brewed 20 vials of spirit aura for you. Healing is different to me because it doesnt negate classes. Things like Resist elements and spirit aura DO. Having a pet behind you that costs 1 platinum that makes every rogue in the game a joke is terrible. This is my point. Why should races with iron-weaknesses never have to face them because their friend brewed them 20 vials of ironguard, you see where I'm going with this. It makes the game less interesting and less fun, including less strategic. It gets to the point where you arent choosing classes based on what you like or what you want to RP, you have to choose classes based on what you arent going to get screwed with and the classes that have unique, unbrewable skills get huge bonus'.


Last edited by Mr.Treefinger on Tue Sep 11, 2012 10:25 am, edited 1 time in total.

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 Post subject: Re: Buffs
PostPosted: Tue Sep 11, 2012 10:22 am 
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Joined: Thu Feb 28, 2002 4:00 pm
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Location: DC
Being in a trib is not preparing, FYI. the hours spent by brewers are not hours spent by those who claim preparation.

Every class getting all buffs is an unintended equalizer. Everyone is the same that's in a trib or has a pocket priest. It forces people that don't have either to be left out, no matter how much they 'prep'.


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 Post subject: Re: Buffs
PostPosted: Tue Sep 11, 2012 10:26 am 
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Not saying having a pet behind you is a bad thing.

Those affects lists that are a complete screen are disheartening.


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 Post subject: Re: Buffs
PostPosted: Tue Sep 11, 2012 10:26 am 
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I would be for making it so that if a scout can't find the spell, it shouldn't be brewable. Certainly not going to happen, but one can dream.


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 Post subject: Re: Buffs
PostPosted: Tue Sep 11, 2012 10:30 am 
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Be better that you have a chance of killing yourself if you have to many magical spells coursing through your veins. Your body just disintigrates under the magic and explodes.


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