Shamarah2006-11-03 21:36:24
QUOTE(Zarquan @ Nov 3 2006, 04:24 PM) 350400
We should all bow to your eloquence.
yes plz.
1. Trueheal is nice, yes. There are many other skills that are shiny and nice.
2. Inquisition is fine, it's not hard to avoid if you're not stupid.
3. I'd take lich over sacrifice any day.
4. So are chasm and decapitate.
Daganev2006-11-03 21:39:10
Has anyone survived
knockdown trueheal smitedown?
knockdown trueheal smitedown?
Ashteru2006-11-03 21:49:14
QUOTE(daganev @ Nov 3 2006, 10:39 PM) 350408
Has anyone survived
knockdown trueheal smitedown?
Yes, I think I'd survive that.
Nico2006-11-03 22:00:18
QUOTE(Zarquan @ Nov 3 2006, 04:24 PM) 350400
We should all bow to your eloquence.
At the risk of repeating myself:
1. Trueheal is too powerful, fix it.
Trans skill. Suggest a possible fix. The equi/balance restoration is one thing that might need changing, but honestly, it doesn't affect the skill so much inasmuch as it is a defensive/escape maneuver
2. Inquisition stuns for 10 second AND strips all defenses, fix it.
Very hard to pull off, and imo the power and effort involved is better directed towards an insta-kill
3. Soul rezz is a powerful tool in combat, just not in the heat of the actual fight, not broken, but powerful just the same. A good morale booster, if nothing else, because you're less afraid of losing precious experience in a fight. All the body destruction abilities can't stop you from being resurrected this way, though eye sigils will screw you over.
It's not soul resurrection, you need a body to resurrect. Otherwise, someone else has to sacrifice for you. Should be noted that sacrifice is very high in sacraments, causes experience loss, defense loss, and a whole bunch of power/time in re-deffing. Also, you'll need to res the person who sacrificed, or they can use vitae for another 10p. Not something that can be done on the fly.
4. Judgement may be crap one-on-one (and it should be because any instakill should require good hindering first), but it is very powerful in group combat when someone hinders and the other just judges.
Don't balance off group combat. As far as group instakills go, judgment is actually kind of weak, in my honest opinion. 8 seconds I think, and the judger can not do anything or it'll interrupt the judgement. Far worse are the 5 druid insta-rending, crucify/trample/sacrifice (not sure on the technicalities of this, if someone can fill me in), group amissio'ing/absolve, etc. The reason why judgement works in group combat is most people do not see the judgement message in the midst of all the spam, and thus get caught by it.
Does anyone have a list of what instakills are available to each city/commune? I'd like to see how they measure up.
Knighthood instakills:
Brainbash, BC - requires critical head wounds, swing attack. High luck factor involved.
Behead, PB, AL, BM - critical head, swing attack. High luck involved.
Burst Organs / disembowel - critical gut, 20 second delayed instakill. Luck involved, very easy to cure.
Decapitate - 8 second delayed instakill, user cannot do anything else or it interrupts. Goes through prismatic barrier.
Celestines:
Absolve - target under half mana, 8p on success or failure.
Judgement - 8 seconds delayed instakill, user cannot do anything else.
Soulless - 7 rubs required, delayed instakill. User can function following the throw, target must remain in the same room.
Nihilists:
Wrack - Target under half mana, entangled. 8p? on success, 0p on failure.
Sacrifice - unsure exactly, target needs to be crucified and 4 broken limbs? Someone fill me in.
Soulless - see above.
Hartstone:
Gore - Target under 1/4 health, I think.
Blacktalon:
Swoop - Target under 1/4 mana. Actually useful with thornrend bleeds.
Moondancers/Shadowdancers:
Toadcurse: Target under 1/2 mana, turns them into a toad which can still hop away. Curse removed by kissing the toad, or after significant amount of time. (I think)
Aquamancer:
Preserve: Target under half health, frozen.
Geomancer:
Chasm: Delayed instakill, similar to judgement.
Telepaths:
Mindburst: Target under half ego. Doesn't require additional command to fire.
Telekinetics:
Heartburst - target has over 10 broken vessels. Requires a separate command to fire.
Dreamweavers:
Endless sleep - target under half mana, asleep (I think?)
I don't know the bard ones, and I'm not 100% on a bunch of these. But there's a general list, let me know if I missed any, or if I have some wrong.
QUOTE(daganev @ Nov 3 2006, 04:39 PM) 350408
Has anyone survived
knockdown trueheal smitedown?
Er, what? Given that the head is in critical...sure, that can work.
But why do you even need to trueheal? You do have two weapons, yanno...
Sometimes I prefer broken chest / smite down combo as
1. It's more reliable when someone is stancing legs.
2. Added bonus of crushed chest for massive endurance loss even the smite down hits chest instead of head.
Or, even better, 2p crush to legs for an almost assured knockdown, then smite down.
Ashteru2006-11-03 22:04:20
Hrm, few notes I picked up:
Chasm is 12 seconds and user can't do anything
Soulless - User can't do anything either, 6 or 8 seconds, not sure right now.
Think Decap is 9 seconds
Wrack - entangled, under half mana, 5 power.
Sacrifice - Yeah, crucified, all four limbs broken, 3 power.
Heartburst - It's 12 vessels, 5 power, takes power away on failing.
Mindburst is also different from mindblast, not sure about the power there.
Chasm is 12 seconds and user can't do anything
Soulless - User can't do anything either, 6 or 8 seconds, not sure right now.
Think Decap is 9 seconds
Wrack - entangled, under half mana, 5 power.
Sacrifice - Yeah, crucified, all four limbs broken, 3 power.
Heartburst - It's 12 vessels, 5 power, takes power away on failing.
Mindburst is also different from mindblast, not sure about the power there.
Nico2006-11-03 22:06:41
Ok, thanks. Figured I had a bunch wrong, I haven't been involved in any combat in nearly a month now
Could've sworn when mindblasting, if your target was under half ego it'd just automatically mindburst. Guess I was wrong. Easy enough to just discern your opponent and trigger the appropriate attack off that anyhow.
EDIT: Shameless plug for envoys to look at Pulp, Roundhouse, and Haymaker. These skills are absolutely worthless for trans skills. Honestly, Pulp boosts damage/wounds, not very significantly (Not even sure if it boosts wounds), for 8p! It can also hit rebounding, shields, parries, etc. Worthless. Looking over all these insta-kills, some of which aren't even trans, makes me cry for being a knight with such a crappy trans skill.
Could've sworn when mindblasting, if your target was under half ego it'd just automatically mindburst. Guess I was wrong. Easy enough to just discern your opponent and trigger the appropriate attack off that anyhow.
EDIT: Shameless plug for envoys to look at Pulp, Roundhouse, and Haymaker. These skills are absolutely worthless for trans skills. Honestly, Pulp boosts damage/wounds, not very significantly (Not even sure if it boosts wounds), for 8p! It can also hit rebounding, shields, parries, etc. Worthless. Looking over all these insta-kills, some of which aren't even trans, makes me cry for being a knight with such a crappy trans skill.
Ashteru2006-11-03 22:07:47
QUOTE(Nico @ Nov 3 2006, 11:06 PM) 350421
Ok, thanks. Figured I had a bunch wrong, I haven't been involved in any combat in nearly a month now
Could've sworn when mindblasting, if your target was under half ego it'd just automatically mindburst. Guess I was wrong. Easy enough to just discern your opponent and trigger the appropriate attack off that anyhow.
Actually, I am not sure about that mindburst thing myself, but since people called it differently on the forums, I thought they'd be different attacks.
Tervic2006-11-03 22:10:58
why has noone mentioned nihilist tail? I find the extra afflict, even if it is random, to be highly annoying.
Ixion2006-11-03 22:13:09
Nico, putrefaction is worthless now save for fighting 100% physical mobs for nihilists or low level ur'guard in hunting.
10% drain every 7 seconds is ridiculous.
10% drain every 7 seconds is ridiculous.
Ashteru2006-11-03 22:14:10
QUOTE(Nico @ Nov 3 2006, 11:06 PM) 350421
EDIT: Shameless plug for envoys to look at Pulp, Roundhouse, and Haymaker. These skills are absolutely worthless for trans skills. Honestly, Pulp boosts damage/wounds, not very significantly (Not even sure if it boosts wounds), for 8p! It can also hit rebounding, shields, parries, etc. Worthless. Looking over all these insta-kills, some of which aren't even trans, makes me cry for being a knight with such a crappy trans skill.
Can only agree there. Pulp did 1k damage and 1.6k wounding with my ~109/241/181 morningstars. It's a nice finisher to bashbrain with style, but totally not worth it otherwise.
Unknown2006-11-03 22:18:33
If soul rezz and sacrifice have so many drawbacks (loss of experience, defenses, power, or whatever), why do you keep using it so often? Is there a loophole that minimizes the losses so they're acceptable? Just curious. Thanks for explaining the differences, by the way.
Thanks for the summary of known instakill abilities, too, but I was more concerned with the ones that you start and then just wait, little or no preparation required. In my opinion, those are the ones that could be abused the most by locking people in a room with barrier, carcer, rubble, or whatever and then just hit them with it. Ones like brainbash, behead, disembowel, and burst organs can be seen coming and prevented (or fairly well delayed) by curing the deep wounds.
I'll agree with you about the Pulp/Haymaker/Roundhouse abilities, wholeheartedly. For their power costs and chances to completely fail, it's just not worth it, ever.
Combat cannot be balanced based on one-on-one fights alone, either. If you have tactics where two or more people can kill someone else with little effort or time, you have a problem. The combat should be more give-and-take than that, in my personal opinion. You should have to get ahead of their curing and running to kill them, with it not being so difficult that it takes hours and a ton of resources to achieve results.
Thanks for the summary of known instakill abilities, too, but I was more concerned with the ones that you start and then just wait, little or no preparation required. In my opinion, those are the ones that could be abused the most by locking people in a room with barrier, carcer, rubble, or whatever and then just hit them with it. Ones like brainbash, behead, disembowel, and burst organs can be seen coming and prevented (or fairly well delayed) by curing the deep wounds.
I'll agree with you about the Pulp/Haymaker/Roundhouse abilities, wholeheartedly. For their power costs and chances to completely fail, it's just not worth it, ever.
Combat cannot be balanced based on one-on-one fights alone, either. If you have tactics where two or more people can kill someone else with little effort or time, you have a problem. The combat should be more give-and-take than that, in my personal opinion. You should have to get ahead of their curing and running to kill them, with it not being so difficult that it takes hours and a ton of resources to achieve results.
Geb2006-11-03 22:26:35
QUOTE(Zarquan @ Nov 3 2006, 08:18 PM) 350326
I think there are a few abilities in Celest that are a little too powerful and could be lessened just a bit, especially given the combination of such abilities together (not that they make combos, but the fact that they are in the same city, I mean).
1. Trueheal shouldn't give a prismatic barrier OR it shouldn't give you back balance and equilibrium.
2. Heretic, Infidel, and Inquisition should consume power or equilibrium when you fail, thus discouraging ganking/spamming.
The bard afflictions seem more powerful in Celest, too, from what I've seen/heard thus far. Vapors/aeon is a much better combination than blind/paralyzed, for example.
I agree with the latter portion of number one. Giving back balance and equilibrium allows TrueHeal to be used in some pretty cheap ways. That complaint, and the suggested fix for it, has been brought up multiple times in the past. Just that each time I got the impression that it was not open to being changed. The protection that the prismatic sphere supplies can be acquired in a better form by having Serpent in LowMagic. That prismatic sphere returns (about 7 seconds I think) after an action is performed, and the Serpent effect remains in effect for a minute at least.
I think each Infidel/Inquisition attempt should use equilibrium, not power. That would stop the spamming, without gutting the offense of the person if he/she fails to apply the affliction at the right time. It would also make it so that it really is possible for the person to miss the openings if he/she does try to spam the next stage, or the person does defend (shield, tumble, run, etc) at the right time.
The various bard specialties are still being fleshed out. Right now on the surface, I agree that it seems Celest Bards have the better line up of possible afflictions. I also feel that City bards with Tarot are superior to Commune bards with Ecology. As more people gain experience fighting bards (I also have very little knowledge about them beside eat horehound or remain deaf), knowledge about the disparities between bards in the various organizations will become better known. Then people can make their complaints and the Envoys will have more information to work with when trying to balance them all out.
Nico2006-11-03 22:32:27
The problem with balancing on group combat is exactly what you mentioned. 1v1, it's all about a race against the opponent's curing. However, in group combat you can completely skip the race by setting up a few lethal combos.
Here's a scenario, let's use myself, Daevos, Veonira, and Torak as participants.
Daevos, Veo, and Torak are in a room together.
I enter the room.
Daevos crucifies me.
Veonira triggers off that to trample with mammoth (since crucify=prone, I believe? If not, throw in a webber), breaking all 4 of my limbs.
Torak triggers off the trample to sacrifice.
This can all be done in under 1 second.
Similar situations can be seen with thornrend and 5 druids. Druids 1-4 thornlash a target. Druid 5 thornrends. Instant death, no escape. Similar situation with preserve, though it's harder.
Here's a scenario, let's use myself, Daevos, Veonira, and Torak as participants.
Daevos, Veo, and Torak are in a room together.
I enter the room.
Daevos crucifies me.
Veonira triggers off that to trample with mammoth (since crucify=prone, I believe? If not, throw in a webber), breaking all 4 of my limbs.
Torak triggers off the trample to sacrifice.
This can all be done in under 1 second.
Similar situations can be seen with thornrend and 5 druids. Druids 1-4 thornlash a target. Druid 5 thornrends. Instant death, no escape. Similar situation with preserve, though it's harder.
Ildaudid2006-11-03 22:40:40
QUOTE(Shamarah @ Nov 3 2006, 04:36 PM) 350404
yes plz.
1. Trueheal is nice, yes. There are many other skills that are shiny and nice.
2. Inquisition is fine, it's not hard to avoid if you're not stupid.
3. I'd take lich over sacrifice any day.
4. So are chasm and decapitate.
Lich is stripped and always is stripped by Celestians, it is the first thing they do in the fight. You may not like it after you have a skill that strips it away so easily... make it so it cannot be stripped then maybe it would be slightly on par with sacrifice... But remember sacrifice works on ANY one... this enables ANY one in your city or one of your sub cities aka Serenwilde/Glomdoring to have it used on them...
They should make it so it only works on Sacraments users period... that way it cant be made a sure fire way for people to pray.... I mean I have spoken about perma-death... strictly because of the abuses that things like sacrifice cause... I kill someone ... they sit around in ghost form for an hour and get rezzed... screw that...
Edit - That is just as bad as qq'n when you die and AIM'n Ixion so you can get a soul rezz from him... which was made illegal... but the way you all treat sacrifice... I think we should start doing it again more often... it leads to the same result.
Nico2006-11-03 22:44:39
QUOTE(Zarquan @ Nov 3 2006, 05:18 PM) 350433
If soul rezz and sacrifice have so many drawbacks (loss of experience, defenses, power, or whatever), why do you keep using it so often? Is there a loophole that minimizes the losses so they're acceptable? Just curious. Thanks for explaining the differences, by the way.
No loopholes I know of. Best case scenario, sacrificer gets a res after he goes down. Still results in maybe 30p worth used in the sacrifice/res, and re-def. More for Celestines. Using vitae adds another 10p to that. At 85, I'll lose 2-3% for a sacrifice like this.
We use it because it's better than making someone else pray. Also, we'd feel like arses for not doing it.
Veonira2006-11-03 22:48:19
Oh hey. I'd rather have lich OR sacrifice.
Whine whine whine .
Go mammoth.
Whine whine whine .
Go mammoth.
Ashteru2006-11-03 22:49:55
QUOTE(Veonira @ Nov 3 2006, 11:48 PM) 350457
Oh hey. I'd rather have lich OR sacrifice.
Whine whine whine .
Go mammoth.
You should be asleep.
Veonira2006-11-03 22:51:48
I wasssss, I had to wake up to change the movie because people on my floor are too loud and I can't have it be silent in here . Going back to dreamland, SIR!
Unknown2006-11-03 22:54:17
QUOTE(Nico @ Nov 3 2006, 05:32 PM) 350447
The problem with balancing on group combat is exactly what you mentioned. 1v1, it's all about a race against the opponent's curing. However, in group combat you can completely skip the race by setting up a few lethal combos.
Here's a scenario, let's use myself, Daevos, Veonira, and Torak as participants.
Daevos, Veo, and Torak are in a room together.
I enter the room.
Daevos crucifies me.
Veonira triggers off that to trample with mammoth (since crucify=prone, I believe? If not, throw in a webber), breaking all 4 of my limbs.
Torak triggers off the trample to sacrifice.
This can all be done in under 1 second.
Similar situations can be seen with thornrend and 5 druids. Druids 1-4 thornlash a target. Druid 5 thornrends. Instant death, no escape. Similar situation with preserve, though it's harder.
Here's a scenario, let's use myself, Daevos, Veonira, and Torak as participants.
Daevos, Veo, and Torak are in a room together.
I enter the room.
Daevos crucifies me.
Veonira triggers off that to trample with mammoth (since crucify=prone, I believe? If not, throw in a webber), breaking all 4 of my limbs.
Torak triggers off the trample to sacrifice.
This can all be done in under 1 second.
Similar situations can be seen with thornrend and 5 druids. Druids 1-4 thornlash a target. Druid 5 thornrends. Instant death, no escape. Similar situation with preserve, though it's harder.
I'm aware that there are multiple ways to pull off the "kill someone in under a second" in group combat, which is why I think a few of these abilities should be modified to make these tactics more difficult, if not completely unfeasible. I suppose, however, that this is just what we should expect when one person is waylayed by a group and we don't generally see this level of organization when it comes to larger groups versus other larger groups. If you're fighting more than one person, the number of people on your side becomes less important. The three or four of you won't expend all your energy to destroy one target and lose your power for going after the other targets (well, unless it's one great target and one or two really soft targets). We'll just live with the occassional ganking and work on better one-on-one or many-on-many tactics.
Geb agrees with most of my suggestions, which surprises me, but makes me happy to see that I'm not the only one. The part about the losing equilibrium when spamming Heretic, Infidel, or Inquisition was to accomplish just the part where you should have to notice the message about their eyes lighting up. What's the point of even having that message appear if you just smash your macro until it goes through?
Veonira2006-11-03 22:55:23
Trampling does not guarantee 4 limbs broken all at once either, even with trans riding and a legendary mount.