Thorgal2005-08-24 12:04:01
First, everyone was saying how geomancer poison was so horribly unbalanced and overpowered, and now that there's a counter, you're saying it never was that powerful?
Also, demesnes were overpowered in team battles like influencing, all demesnes were. Everyone agreed that their impact on the outcome was far too high, now they've finally did exactly that which was needed, since protection has no impact at all in solo combat, and you're still bitching!?
Also, demesnes were overpowered in team battles like influencing, all demesnes were. Everyone agreed that their impact on the outcome was far too high, now they've finally did exactly that which was needed, since protection has no impact at all in solo combat, and you're still bitching!?
Shorlen2005-08-24 12:06:55
QUOTE(Thorgal @ Aug 24 2005, 08:04 AM)
First, everyone was saying how geomancer poison was so horribly unbalanced and overpowered, and now that there's a counter, you're saying it never was that powerful? Poison was and still is the most potent geomancer effect.
Also, demesnes were overpowered in team battles like influencing, all demesnes were. Everyone agreed that their impact on the outcome was far too high, now they've finally did exactly that which was needed, since protection has no impact at all in solo combat, and you're still bitching!?
Also, demesnes were overpowered in team battles like influencing, all demesnes were. Everyone agreed that their impact on the outcome was far too high, now they've finally did exactly that which was needed, since protection has no impact at all in solo combat, and you're still bitching!?
171736
I agree that poison is the strongest effect you have. I never said it wasn't powerful. I said that the protection scrolls hit three very powerful parts of a druid's demesne, three very powerful parts of an aquamancers demesne, and one very powerful part of a geomancer's demesne. That doesn't seem right.
Thorgal2005-08-24 12:14:36
Protection:
1) melancholic
2) pennyroyal
3) focus body
1) strip frost
2) 100 damage
3) stun
1) negate regeneration
2) blindness
3) hunger
Sorry, but this looks nicely balanced to me.
1) melancholic
2) pennyroyal
3) focus body
1) strip frost
2) 100 damage
3) stun
1) negate regeneration
2) blindness
3) hunger
Sorry, but this looks nicely balanced to me.
Shiri2005-08-24 12:23:51
QUOTE(Thorgal @ Aug 24 2005, 01:14 PM)
Protection:
1) melancholic
2) pennyroyal
3) focus body
1) strip frost
2) 100 damage
3) stun
1) negate regeneration
2) blindness
3) hunger
Sorry, but this looks nicely balanced to me.
1) melancholic
2) pennyroyal
3) focus body
1) strip frost
2) 100 damage
3) stun
1) negate regeneration
2) blindness
3) hunger
Sorry, but this looks nicely balanced to me.
171740
Then you compare it to what they DO do with protection on.
1) Treelife (climb down instantly because there's no paralysis).
2) Maybe 300 damage and 400 bleeding from squirrels and vines.
3) Maybe 300-400 from storm? That's generous.
4) Briarwalls which hinder the Druid and allies as much as anyone else.
compared to...
1) 1.5 second stun.
2) Prone and 50% (?) breaklegs.
3) Some 1200-1500 rockslide damage.
4) Rubble which doesn't hinder the geomancer's team because the geomancer can just walk through it.
Can't remember how the Aquamancers come out with this. And notice that needlerain is what makes currents such a bitch - waterwalk stripping.
Nayl2005-08-24 12:34:44
Go Nejii Go.
Unknown2005-08-24 12:42:11
Briar walls don't hinder the druid who summoned it either, just everyone else.
Shiri2005-08-24 12:43:39
QUOTE(Avaer @ Aug 24 2005, 01:42 PM)
Briar walls don't hinder the druid who summoned it either, just everyone else.
171750
Oh. Really? I swear that didn't used to be true. Nevermind then, scrap the rubble bit.
Unknown2005-08-24 12:49:27
I also agreed that demesnes were too important to outcomes in village influencing battles.
But every demesne user also said, don't just take away our key advantage without either downgrading everyone else to keep things balanced, or replacing it with something equally useful. That hasn't happened yet.
But every demesne user also said, don't just take away our key advantage without either downgrading everyone else to keep things balanced, or replacing it with something equally useful. That hasn't happened yet.
Archthron2005-08-24 12:51:45
Alright, here's the master plan. To make demesnes more like groves, which seems like some people might like that, make it so that a scroll of protection does not work in the center of a demesne. Tada! Fixed. This way group combat still is impossible to win, but at least with one-on-one a druid can get someone stuck in the center, and will have the possibility of victory.
Thorgal2005-08-24 14:23:14
Needlerain always strips frost first last time I checked (?), so if you just keep up frost, it won't strip waterwalking.
Narsrim2005-08-24 14:26:13
In my opinion, the scroll of protection should be changed to effect loadstone (stun) in the geomancer demesne instead of the regeneration one (useless). Druids lost paralyze. Aquamancer lost stun... and thus, geomancers should lose stun.
Nayl2005-08-24 14:32:23
QUOTE(Shiri @ Aug 24 2005, 08:23 PM)
Then you compare it to what they DO do with protection on.
1) Treelife (climb down instantly because there's no paralysis).
2) Maybe 300 damage and 400 bleeding from squirrels and vines.
3) Maybe 300-400 from storm? That's generous.
compared to...
1) 1.5 second stun.
2) Prone and 50% (?) breaklegs.
3) Some 1200-1500 rockslide damage.
Can't remember how the Aquamancers come out with this. And notice that needlerain is what makes currents such a bitch - waterwalk stripping.
1) Treelife (climb down instantly because there's no paralysis).
2) Maybe 300 damage and 400 bleeding from squirrels and vines.
3) Maybe 300-400 from storm? That's generous.
compared to...
1) 1.5 second stun.
2) Prone and 50% (?) breaklegs.
3) Some 1200-1500 rockslide damage.
Can't remember how the Aquamancers come out with this. And notice that needlerain is what makes currents such a bitch - waterwalk stripping.
171743
Quoted for truth, removed fourth point as no longer relevant.
Sylphas2005-08-24 16:05:03
Actually, that's wrong. Unless timed perfectly, there's a good chance you'll avoid squirrels and vines.
Terenas2005-08-24 16:09:10
QUOTE(Sylphas @ Aug 24 2005, 04:05 PM)
Actually, that's wrong. Unless timed perfectly, there's a good chance you'll avoid squirrels and vines.
171808
And it has been proven that you can time them perfectly, so what's the problem here?
Narsrim2005-08-24 16:10:58
QUOTE(terenas @ Aug 24 2005, 12:09 PM)
And it has been proven that you can time them perfectly, so what's the problem here?Â
171813
I'd say the problem is that the Hartstone demesne delivers a massive 300 damage + 100-150 bleeding compared to 1200-1500 damage from rockslide. It could just be me...
Sylphas2005-08-24 16:12:35
No problem, just pointing out that while an untimed Geo demesne doesn't completely lose two effects, a druid demesne does, especially without paralysis to maybe keep you in the trees.
Soll2005-08-24 16:54:36
The bleeding from Squirrels and Vines is nowhere near 400, Shiri. I believe it's about 80 from each, last time I checked.
Tsakar2005-08-24 17:27:28
QUOTE(Soll @ Aug 24 2005, 09:54 AM)
The bleeding from Squirrels and Vines is nowhere near 400, Shiri. I believe it's about 80 from each, last time I checked.
171839
I've bleed around 400 anytime I was hit by them in a druids demesne. And I'll need to personally test the rockslide damage because I was sparing fair while back with people who had no more then 1900 health, and one that had over 5500 health and neither were taking that kind of damage from it
Soll2005-08-24 17:28:18
Probably had bleeding from a cudgel, too.
Soll2005-08-24 17:32:08
QUOTE
Squirrels chitter madly but remain unseen in the trees. You are pelted by
acorns that leave welts and bruises.
...
You are bleeding for 88 health.
acorns that leave welts and bruises.
...
You are bleeding for 88 health.
QUOTE
A vine drops down from a tree limb and lashes out at you, cutting you deeply
with its tiny thorns.
...
You are bleeding for 132 health.
with its tiny thorns.
...
You are bleeding for 132 health.
Bit more than I thought, but still not 400.