Terenas2005-04-12 16:30:11
QUOTE(Murphy @ Apr 12 2005, 03:51 PM)
Ahem, what about 265 speed hammers and 80 damage?
Double chary afflictions then just hit them up with constant paralyse, make them prone so they can NEVER stand up, and then hit them till bashbrain
Double chary afflictions then just hit them up with constant paralyse, make them prone so they can NEVER stand up, and then hit them till bashbrain
95616
If I had those I'd go bonecrusher in a heartbeat.
Then again, I enjoy Blademaster, so I'll stick to my craptacular rapiers.
Richter2005-04-12 16:53:55
QUOTE(Murphy @ Apr 12 2005, 07:51 AM)
Ahem, what about 265 speed hammers and 80 damage?
Double chary afflictions then just hit them up with constant paralyse, make them prone so they can NEVER stand up, and then hit them till bashbrain
Double chary afflictions then just hit them up with constant paralyse, make them prone so they can NEVER stand up, and then hit them till bashbrain
95616
Those are about the stats of the hammers you're selling me.
I like the venom idea, I'd be on my way to "unstoppable".
Gwylifar2005-04-12 17:22:15
So can someone explain to me why this doesn't make rajamalans with fast rapiers unbeatable in Aetolia (Achaea too?), but it would here?
Shiri2005-04-12 17:24:19
No deepwound afflictions there.
And paralysis is a herb cure, not a delayed focus mind.
And paralysis is a herb cure, not a delayed focus mind.
Gwylifar2005-04-12 18:05:30
Okay, on the latter I'll grant you that could matter. I don't see how the former enters into it.
If the whole reason poisons are nerfed into near-uselessness is because of mantakaya, then I'm doubly for making them useful, because then my immunity would finally be of some value. The herbalist ability to double-pack pipes is more useful than the poisonist ability to be immune to any one poison except for the one everyone uses... and that's not even the herbalist's trans skill.
If the whole reason poisons are nerfed into near-uselessness is because of mantakaya, then I'm doubly for making them useful, because then my immunity would finally be of some value. The herbalist ability to double-pack pipes is more useful than the poisonist ability to be immune to any one poison except for the one everyone uses... and that's not even the herbalist's trans skill.
Shiri2005-04-12 18:11:35
The former enters into it because warriors in Achaea have two modes of attack, as such.
Damage from weapons, and 100% poisons.
Here, they have three.
Damage from weapons, afflictions from deepwounds, and (insert lower value)% poisons.
Would warriors on Achaea be way more powerful if they had all that deepwound stuff in addition to their venoms? Yeah.
Similarly, giving 100% venoms here would mean you have to take away deepwounds, or the whole thing just wouldn't work.
And double-packing pipes isn't of much use. Unless you don't have reflexes to fill up your pipes if they run out. And I do that with aliases, so I'm sure you programming people can contrive some mechanism or other to achieve much the same effect, but without the added advantage of saving 10 gold for a faeleaf every 10 rebounding auras.
Damage from weapons, and 100% poisons.
Here, they have three.
Damage from weapons, afflictions from deepwounds, and (insert lower value)% poisons.
Would warriors on Achaea be way more powerful if they had all that deepwound stuff in addition to their venoms? Yeah.
Similarly, giving 100% venoms here would mean you have to take away deepwounds, or the whole thing just wouldn't work.
And double-packing pipes isn't of much use. Unless you don't have reflexes to fill up your pipes if they run out. And I do that with aliases, so I'm sure you programming people can contrive some mechanism or other to achieve much the same effect, but without the added advantage of saving 10 gold for a faeleaf every 10 rebounding auras.
Terenas2005-04-12 18:36:17
You also have to consider the fact that weapon speed is -not- capped here, but is in Achaea and Aetolia, presumably. You could never break 2 second dsl elsewhere, but here it is possible to achieve 1.5 second slashes with Aslaran + swiftstripes + 270 speed rapiers. The ability to near permanently paralyse someone would be insane, you could just keep swinging at a target's head with mantakaya and keep them perpetually paralysed until you get lucky with a behead.
Richter2005-04-12 20:35:41
I like that idea. I'm going to do it. *hum*
Gwylifar2005-04-12 21:28:50
How about this. It's a big change, but I'd still like your thoughts. You can only have one poison on a weapon at a time and it takes a very short equilibrium (1s or less) to envenom it, but it always takes effect. Can still be shrugged, of course, or you can be immune to it, etc. Just eliminates that 50% thing.
Thorgal2005-04-12 21:31:05
Or...you can just leave it as it is, and design some effective deepwounds to make speed knights more viable.
Terenas2005-04-12 21:38:08
Speed knights are viable with impale and pinleg, the unfortunate thing is that whenever rend is used, your target is once again free and able to quaff down all the chervils he want. As for Bonecrushers, being able to knockdown/wind and smash head with Aslaran speed is scary.
But it would be nice if we could do more with wounds.
But it would be nice if we could do more with wounds.
Gwylifar2005-04-12 21:46:26
The point of this suggestion is not "fix the warriors", it's "allow the warriors to put their attacks together in intentionally, strategic combinations", as opposed to just hoping that random effects happen to align with one another. This does not preclude fixing the problems with knighthood afflictions; trying to solve a different problem here. Also not related to making speed knights viable, though if it does that too, that's gravy.
Sylphas2005-04-12 22:19:54
Why do you need that though? Warriors beat people until they die. Afflictions help with that, but they're not the point. You're not meant to lock people down, that's what a guardian is for.
Thorgal2005-04-12 22:38:46
QUOTE(Sylphas @ Apr 13 2005, 12:19 AM)
Why do you need that though? Warriors beat people until they die. Afflictions help with that, but they're not the point. You're not meant to lock people down, that's what a guardian is for.
95970
Yep, that's exactly what the archetypes in Lusternia seem to be designed for.
Sylphas2005-04-12 23:29:51
Magical Bust
Lets you SET BUST NAME
It'd be nice to have an easy way to draw a fictional painting.
Richter2005-04-12 23:36:07
Richter does them, 5k for the first, 1k for copies.
Malicia2005-04-13 01:32:51
The only artifacts I'd like to see are those that increase creativeness and rp. No stat raising, web dodging artifacts. No artifacts are better than any, actually!
Gwylifar2005-04-13 02:08:07
QUOTE(Sylphas @ Apr 12 2005, 06:19 PM)
Why do you need that though? Warriors beat people until they die. Afflictions help with that, but they're not the point. You're not meant to lock people down, that's what a guardian is for.
95970
Because 95% of people who were signing up and said "I'm going to play a warrior!" are surprised to learn they picked the one class least suited to treating fighting as an interesting strategic game where skill is more important than luck, and maybe even more important than artifact runes. That's a lot of disappointed people.
Alger2005-04-13 11:34:54
achaea knights only had weapon damage and 100% venoms o.O Shiri sometimes... well... it seems like you just pick up your info off what other people say... *sigh*
Achaea knights had limb damage, 100% venoms, weapon damage AND falcons. Were also still considered subpar to the rest of the classes there when i left even though they had those. Plus only one class had shrug but who cares about all that, its a different realm.
I was kidding about the 100% venom rune though... but it would seriously be nice to have something other than an elemental rune because those just seem a tad bit useless to me. Maybe its time for me to go damage knight and join the club. Perma para is bad... maybe if they gave para an apply cure? (apply chinese ointment to fix painful and locked joints). I honestly wouldnt mind if para and chary were kept at the same affliction rate and the rest were upped though.
Achaea knights had limb damage, 100% venoms, weapon damage AND falcons. Were also still considered subpar to the rest of the classes there when i left even though they had those. Plus only one class had shrug but who cares about all that, its a different realm.
I was kidding about the 100% venom rune though... but it would seriously be nice to have something other than an elemental rune because those just seem a tad bit useless to me. Maybe its time for me to go damage knight and join the club. Perma para is bad... maybe if they gave para an apply cure? (apply chinese ointment to fix painful and locked joints). I honestly wouldnt mind if para and chary were kept at the same affliction rate and the rest were upped though.
Unknown2005-04-13 11:39:50
I don't know what's wrong with Achaea (there's a lot of things), but Diavlous (Infernals) and Justicars (Paladins) were quite powerful and balanced when put up against the other classes in Imperian.