Amaru2005-02-21 20:21:36
So the Geomancer demesne wasn't up to scratch with the other two. I see two options:
- Improve the Geomancer demesne to the level of the others
- Reduce the other two demesnes to the level of the Geomancer demesne.
Whoever always makes the wrong decisions: you made the wrong decision.
- Improve the Geomancer demesne to the level of the others
- Reduce the other two demesnes to the level of the Geomancer demesne.
Whoever always makes the wrong decisions: you made the wrong decision.
Silvanus2005-02-21 20:23:14
You are just mad because our 6 people with my demesne killed your 3 people in my demesne.
Then again, the one thing I see too much is the rubble, I still don't know how it works.
Then again, the one thing I see too much is the rubble, I still don't know how it works.
Amaru2005-02-21 20:25:44
The rubble/briar walls tree flinging/stripping waterwalk stunning is just SO dumb. It's totally restrictive, to the level vibes were in Achaea, except up to 400 damn rooms big. Seriously, whoever designed this crap needs to put the crack DOWN and sort it out. Anyone could tell you, the way to a better PKing world is to DOWNGRADE EQUALISE passive effects and UPGRADE EQUALISE individual abilities. Please.
Silvanus2005-02-21 20:28:14
If you do that, then you have to upgrade Mage's defence to that of diamondskin, or else we'd be screwed.
Geb2005-02-21 20:32:09
Bah, their demesne is not so bad. I've fought in it, with three of them wailing on me. Moved in and out, bobbed and weaved, put the good foot first... My only worry concerning their demesne is that they still have an insta-kill on top of that. Without the insta-kill, I am fine with what their demesne does. They can still be attacked, love sipping can hinder them, and they can still be killed.
Enjoy your demesne, my lost and insane Geomancer brothers and sisters. I will still seek to kill you all, but I am happy that you guys have nothing to really complain about anymore.
Enjoy your demesne, my lost and insane Geomancer brothers and sisters. I will still seek to kill you all, but I am happy that you guys have nothing to really complain about anymore.
Silvanus2005-02-21 21:28:43
I retract a nything I said about demesne in the past hour about Geomancers being powerful, yes the demesne is powerful, but I went from full health to 68 health in 4 hits. With sipping and regeneration.
Edit: Elfen Lord/Lady.
Edit: Elfen Lord/Lady.
Ethelon2005-02-21 22:26:09
The way they have made the demesne for Geomancers is just stupid with their insta-kill. I mean, it was hard enough considering you can't stop Chasm once started, our only way would be escaping the room, so now, to help them they get stun and rubble to slow or stop us.
Geb2005-02-21 22:43:03
QUOTE(Ethelon @ Feb 21 2005, 11:26 PM)
The way they have made the demesne for Geomancers is just stupid with their insta-kill. I mean, it was hard enough considering you can't stop Chasm once started, our only way would be escaping the room, so now, to help them they get stun and rubble to slow or stop us.
56691
I've just experienced the insta-kill and I must say that my fear has been proven. Right now, chasm is just too good to be left the way it is. With their new demesne, the insta-kill is just a bit too easy to pull off. Hunger (Can eat food to help this, but I go through so many sandwiches that I am surprised I am not fat), stun, prone, stonewalls, and rubble makes Chasm the hands down best and easiest insta-kill move to perform in the game.
I suggest that the time it takes to complete chasm be increased. Perhaps make it as fast as beheading in Achaea. Maybe allow some afflictions or states to stop it. The demesne is fine as is, but chasm just needs to be adjusted.
Unknown2005-02-21 23:11:51
It does. And the poison gas seems to make me vomit even though I have constitution.
Daevos2005-02-22 14:15:33
All the demenses should be weakened but then again I would prefer mages/druids to be fundamentally changed. In the following ways:
1. The room limit on demenses should be lowered from 400.
2. Skill level should have bearing on the ability to break a demense. (Idea was discussed previously in another topic by Gregori). Also demense breaking shouldnt be instant.
3. It should no longer be possible to turn on effects in every room of a demense within a couple of seconds, instead the sphere of influence idea should be implemented. To give a quick explanation since the thread where it was discussed is long dead now, basically a mage/druid would be able to raise a aura around themselves which would allow effects to hit within the rooms directly near them while in their demense.
4. Demense summon should be changed, to be more like grove summon. A summon that has a decent delay, but entraps the target before the summon, so that they have to crash out to escape. It should also cost 1 power instead of 3, and a similar skill should be given to Hartstone. Also it should be completely unresistable if the person does not escape the entrapment in time.
5. Center should return the mage/druid to the center of their demense even if they arent inside of it already, as long as they are on the same plane. And it should have a long delay.
6. Chasm should be slower and preventable by entanglements.
7. Wisp/Flow shouldnt work inside the artificial forest of a Hartstone's demense.
8. Hartstone should be given a skill similar to Stalker that would allow them to attack people from afar inside their demense.
9. Mages should receive a small defense boost. I would prefer if it wasnt exactly passive though in the form of weakened diamondskin or something. But instead something like a elemental they could summon that would occassionally shield them from damage.
10. Needlerain shouldnt strip waterbreathe and waterwalk
11. Both the Geomancer and Aquamancer staff attacks should be purely magical. Or the Magic skillset should have a greater bearing against fire/lightning/cold damage than it does currently
On a sidenote there should be no instant summons at all, if they cant be blocked by something passive like mass.
1. The room limit on demenses should be lowered from 400.
2. Skill level should have bearing on the ability to break a demense. (Idea was discussed previously in another topic by Gregori). Also demense breaking shouldnt be instant.
3. It should no longer be possible to turn on effects in every room of a demense within a couple of seconds, instead the sphere of influence idea should be implemented. To give a quick explanation since the thread where it was discussed is long dead now, basically a mage/druid would be able to raise a aura around themselves which would allow effects to hit within the rooms directly near them while in their demense.
4. Demense summon should be changed, to be more like grove summon. A summon that has a decent delay, but entraps the target before the summon, so that they have to crash out to escape. It should also cost 1 power instead of 3, and a similar skill should be given to Hartstone. Also it should be completely unresistable if the person does not escape the entrapment in time.
5. Center should return the mage/druid to the center of their demense even if they arent inside of it already, as long as they are on the same plane. And it should have a long delay.
6. Chasm should be slower and preventable by entanglements.
7. Wisp/Flow shouldnt work inside the artificial forest of a Hartstone's demense.
8. Hartstone should be given a skill similar to Stalker that would allow them to attack people from afar inside their demense.
9. Mages should receive a small defense boost. I would prefer if it wasnt exactly passive though in the form of weakened diamondskin or something. But instead something like a elemental they could summon that would occassionally shield them from damage.
10. Needlerain shouldnt strip waterbreathe and waterwalk
11. Both the Geomancer and Aquamancer staff attacks should be purely magical. Or the Magic skillset should have a greater bearing against fire/lightning/cold damage than it does currently
On a sidenote there should be no instant summons at all, if they cant be blocked by something passive like mass.
Geb2005-02-22 15:15:40
I can agree with all but 10 and 11. Waterwalking should not be a constant ability someone can have, if they decide to walk through an aquamancer demesne. Geomancers' have rubble, which slows down the movement of people going through their demesne. Waterwalking would make moving through an Aquamancer's demesne near trivial. If I deluge and needlerain an area, you should have to swim through it if you are an enemy.
Putting staff attacks just on magic resistance would only help people who have the credits to train in magic. It would also make the frost vial and elemental shield worthless. A better idea would be to first fix tailoring resistance.
Here is a question for you, Daevos. What are you willing to give up? Transmute, lich, etc… I’ve seen the health of some warriors hit near 9k, That is Dragon level health in Achaea, with the use of some special abilities. Then you look at guardians and mages and see 2.5k averages, with 4k being pretty much the top end. My point is that you seem to be seeking a means of gaining enough resistance to mage damage that a single mage would have no chance of defeating you via damage. Since it all comes down to damage for aquamancers, then that means you would be essentially undefeatable by any single Aquamancer.
Putting staff attacks just on magic resistance would only help people who have the credits to train in magic. It would also make the frost vial and elemental shield worthless. A better idea would be to first fix tailoring resistance.
Here is a question for you, Daevos. What are you willing to give up? Transmute, lich, etc… I’ve seen the health of some warriors hit near 9k, That is Dragon level health in Achaea, with the use of some special abilities. Then you look at guardians and mages and see 2.5k averages, with 4k being pretty much the top end. My point is that you seem to be seeking a means of gaining enough resistance to mage damage that a single mage would have no chance of defeating you via damage. Since it all comes down to damage for aquamancers, then that means you would be essentially undefeatable by any single Aquamancer.
Murphy2005-02-22 15:29:37
Agree with most of what Daevos said, except for the magic skillset.
Resilience already cuts down a heap of damage, leave the elemental damage as it is. Geomancers should do 100% poison with their staffs.
Elemental damage should be different to magical damage in terms of cutting down damage.
Resilience already cuts down a heap of damage, leave the elemental damage as it is. Geomancers should do 100% poison with their staffs.
Elemental damage should be different to magical damage in terms of cutting down damage.
Daevos2005-02-22 15:35:57
QUOTE(geb @ Feb 22 2005, 03:15 PM)
I can agree with all but 10 and 11. Waterwalking should not be a constant ability someone can have, if they decide to walk through an aquamancer demesne. Geomancers' have rubble, which slows down the movement of people going through their demesne. Waterwalking would make moving through an Aquamancer's demesne near trivial. If I deluge and needlerain an area, you should have to swim through it if you are an enemy.
Putting staff attacks just on magic resistance would only help people who have the credits to train in magic. It would also make the frost vial and elemental shield worthless. A better idea would be to first fix tailoring resistance.
Here is a question for you, Daevos. What are you willing to give up? Transmute, lich, etc… I’ve seen the health of some warriors hit near 9k, That is Dragon level health in Achaea, with the use of some special abilities. Then you look at guardians and mages and see 2.5k averages, with 4k being pretty much the top end. My point is that you seem to be seeking a means of gaining enough resistance to mage damage that a single mage would have no chance of defeating you via damage. Since it all comes down to damage for aquamancers, then that means you would be essentially undefeatable by any single Aquamancer.
Putting staff attacks just on magic resistance would only help people who have the credits to train in magic. It would also make the frost vial and elemental shield worthless. A better idea would be to first fix tailoring resistance.
Here is a question for you, Daevos. What are you willing to give up? Transmute, lich, etc… I’ve seen the health of some warriors hit near 9k, That is Dragon level health in Achaea, with the use of some special abilities. Then you look at guardians and mages and see 2.5k averages, with 4k being pretty much the top end. My point is that you seem to be seeking a means of gaining enough resistance to mage damage that a single mage would have no chance of defeating you via damage. Since it all comes down to damage for aquamancers, then that means you would be essentially undefeatable by any single Aquamancer.
57156
I would freely give up transmute, also I have no idea who this 9k health knight you are talking about is. I hit about 6k at the most, and thats only if I gimp my mana more than it is naturally.
Geb2005-02-22 15:36:01
QUOTE(Murphy @ Feb 22 2005, 04:29 PM)
Agree with most of what Daevos said, except for the magic skillset.
Resilience already cuts down a heap of damage, leave the elemental damage as it is. Geomancers should do 100% poison with their staffs.
Elemental damage should be different to magical damage in terms of cutting down damage.
Resilience already cuts down a heap of damage, leave the elemental damage as it is. Geomancers should do 100% poison with their staffs.
Elemental damage should be different to magical damage in terms of cutting down damage.
57158
Man Murphy, If I keep agreeing with you I will need my head examined.
Murphy2005-02-22 15:50:12
Ixion as a drac can hit up to 9-10k health, but he is high level and high int, thats with favours etc, you find most of us are around 3k-6k
Daevos2005-02-22 15:51:12
So I transed Magic for nothing then, since I really cant think of a way that it has helped me. While on my side, I could look at the multiple counters against physical damage and be amazed.
Ceres2005-02-22 16:40:20
Trans magic helps against...
Cosmicfire
Nature curse
...That's all I can think of.
Cosmicfire
Nature curse
...That's all I can think of.
Shiri2005-02-22 17:25:11
Moonburst too, as if it didn't suck enough.
Vesar2005-02-22 17:42:57
You can also see through illusions (so I'm told). I find that personally powerful.
Ceres2005-02-22 17:56:02
I saw/see through, on average, 0.5% of Illusions with everything pertinent transed (including Magic).