Knighthood Proposal

by Roark

Back to Common Grounds.

Unknown2005-05-08 18:59:56
Alot of rumours have been going around, that new knight changes will result in a lower damage to others, while the to hit ability will be increase. Thorgal made a point in another thread, I started. Celestines will have a 75 percent reduction against any knight attack. Nilhilist will have 33 and moondancers whatever.
Daevos2005-05-08 19:29:44
Celestine already have that defense with halo and numen.
Unknown2005-05-08 19:33:29
what i'm saying is, I wish they would give knights an overall damage increase so we don't feel like mosquitio bites to almost all guardians
Manjanaia2005-05-08 19:34:28
Or... get rid of the insane 75% reduction?
Amaru2005-05-08 19:50:04
It's actually a 25% reduction, meaning damage received is 75% of the norm.

This IS fair, especially as the vast majority of Celestians are the city race for RP purposes, which is very fragile.
Shiri2005-05-08 19:53:02
QUOTE(Guardian_Shiro @ May 8 2005, 08:33 PM)
what i'm saying is, I wish they would give knights an overall damage increase so we don't feel like mosquitio bites to almost all guardians
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And so that you can crush Wiccans and Mages/Druids in like 2 seconds flat because a lot of peoples' combos are ALREADY insanely highly damaging? Overall nothing.
Sylphas2005-05-08 20:08:42
*nod* If you get a damage increase across the board, people who already hit hard are going to be insane, just so the people who hit for crap are decent. That's not a good solution.
Gwylifar2005-05-08 21:40:36
Nope, it has to be a recalibration, bring up the bottom and bring down the top, and/or decrease how much elemental runes transfer.
Roark2005-05-08 21:54:51
QUOTE(Guardian_Shiro @ May 8 2005, 02:59 PM)
Alot of rumours have been going around, that new knight changes will result in a lower damage to others, while the to hit ability will be increase.
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All rumours have no correlation to reality. Estarra and I have not even had extensive discussions on changing elemental runes, DEX, nor anything like the above claim. doh.gif
Terenas2005-05-08 21:58:51
QUOTE(roark @ May 8 2005, 09:54 PM)
All rumours have no correlation to reality. Estarra and I have not even had extensive discussions on changing elemental runes, DEX, nor anything like the above claim. doh.gif
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Perhaps this is a good sign that you should then. *nudge nudge* biggrin.gif
Murphy2005-05-08 22:01:26
The elemental rune nerfing is my own manifestation after everyone uncluding myself envoyed it to be changed a bit...

although i still think guardian physical resistances shoud be nerfed, hey've got way more hindering ability that mages, yet mages are way more fragile.
Shiri2005-05-08 22:04:41
QUOTE(Murphy @ May 8 2005, 11:01 PM)
although i still think guardian physical resistances shoud be nerfed, hey've got way more hindering ability that mages, yet mages are way more fragile.
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Eh...MAYBE. Wiccans have, what, vines (laugh) and choke/wane, possibly the odd hex too, whereas mages can have infused paralysis, stun, trip & legbreak, regular legbreak, etc. etc.

(If you ONLY meant guardians, rather than Wiccans (which everyone seems to bunch, fairly reasonably to an extent, under guardians), then ignore that whole comment.)
Amaru2005-05-08 22:14:24
Hey, let's have a few basic Envoy changes first.

*gets impatient*
Murphy2005-05-08 22:28:42
Mages are stopped by a love vial a lot of the time.

And I have no problem takeing down a mage in demesne unless Its geb. But geb is just geb, best aquamancer ever...
Daganev2005-05-09 00:00:20
I was going to say before roark beat me to it... You people jump on rumors waaaaaaay to much.
Nayl2005-05-09 04:38:30
QUOTE(Amaru @ May 9 2005, 03:50 AM)
It's actually a 25% reduction, meaning damage received is 75% of the norm.

This IS fair, especially as the vast majority of Celestians are the city race for RP purposes, which is very fragile.
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Numen. 62.5%, I -think- Total
Thorgal2005-05-09 06:41:38
Amaru, if Daevos hits you for 750 before you Numen, and 350 after you Numen, Numen reduction is not 25%.

Halo reduction is 25%, Numen reduction is at least 50%.

Back on topic, this change will finally balance speed knights to damage knights, and make wounding more important than damage.
Alger2005-05-09 06:50:56
only if the wounds actually do something... with the randomness its still hard to make them work together, that needs to be looked at as well i would say.
Icarus2005-05-09 07:05:22
If wounding is another option for warriors, then there should be more skills geared toward that direction. I am not sure but skills like Omen, Numen, Numb etc only affect HP damage? Perhaps they should affect wounding as well, or add in more wounding related offensive and defensive skills to make it more dynamic.
Thorgal2005-05-09 07:16:07
I'm sure you mean, LESS or NO skills geared towards wounding...

I don't think giving people defences and resistances against deepwound afflictions is gonna do anything but cause more problems. blink.gif