Size Matters!

by Estarra

Back to Common Grounds.

Malarious2008-05-02 14:54:17
QUOTE(Nerra @ May 2 2008, 10:19 AM) 508291
I think Size shuod only affect Stun and Tumble. Small tumbles fast, big reduces stun. Writhe can be passed off as little guys slip out while big guys just break the bonds/etc. All the "big" races already have dmg resistance so I don't really think that's needed and I would rather not see high resistance Faelings wandering around plz


Actually if writhes were standardized to ignore size then it would either be extremely powerful or not powerful at all to entangle. Right now entangling size 1 or contorters is kind of pointless, we need entangled to have a purpose and allow skills to do what they need. Without being unstoppable.
Estarra2008-05-02 16:35:27
The purpose of this thread wasn't so much to rehash what size currently does or to make size less effective, but to brainstorm ideas for size that could potentially replace writhe, stun and tumble. Some ideas off the top of my head:
  • Time to teleport (large size may be slower to teleport) (plays in current size ability of large size is harder to move)
  • Movement speed (large size may be slower)
  • Endurance (small size may have slower recovery)
  • Possible health bonus (big size has more health, small size has less)
  • Variable str/dex - larger your size varies from racial norm, +1 str dmp/-1 dex dmp (and vice versa in shrinking) (obviously not a 1:1 ratio; maybe 1:3?)
  • Blocking may depend on the size difference between blocker and blockee (larger the blocker from blockee, more effective the block; perhaps impossible for a size 1 to block a size 25)
  • Smaller size may be more liable to be blown away in windy spots
Anyway, I'm just throwing these out there to hopefully spark some ideas. (I know some of the above ideas are probably problematic , but brainstorming is about throwing everything out there.)
Unknown2008-05-02 16:42:09
I like pretty much all of those, except maybe the teleport speed.
Ildaudid2008-05-02 17:28:35
QUOTE(Estarra @ May 2 2008, 12:35 PM) 508310
The purpose of this thread wasn't so much to rehash what size currently does or to make size less effective, but to brainstorm ideas for size that could potentially replace writhe, stun and tumble. Some ideas off the top of my head:
  • Time to teleport (large size may be slower to teleport) (plays in current size ability of large size is harder to move)
  • Movement speed (large size may be slower)
  • Endurance (small size may have slower recovery)
  • Possible health bonus (big size has more health, small size has less)
  • Variable str/dex - larger your size varies from racial norm, +1 str dmp/-1 dex dmp (and vice versa in shrinking) (obviously not a 1:1 ratio; maybe 1:3?)
  • Blocking may depend on the size difference between blocker and blockee (larger the blocker from blockee, more effective the block; perhaps impossible for a size 1 to block a size 25)
  • Smaller size may be more liable to be blown away in windy spots
Anyway, I'm just throwing these out there to hopefully spark some ideas. (I know some of the above ideas are probably problematic , but brainstorming is about throwing everything out there.)

  • Teleport time shouldn't matter. Teleportation works off of magic things, not size really.
  • Movement speed, I am not sure about. A cheetah moves faster than an ant. So I wouldn't hinder movement on size, but more on dexterity. If the race has a lower dexterity it would be more feasable to move slower than a race with higher dexterity. Since there are some pretty big and fast things in the universe.

Those were the main two I would see a bit much for being size dependant.

I think things like:
  • Charging/Tackle should cause different things, aka knockdown, possible stunning, confusion or something dependant on the size of the charger/tackler and the size of the opponent
  • Engage/Disengage is another thing that could be combined with size. Maybe it would be quicker recov time for someone who is small to disengage, and could cause more damage for someone who is larger if they hit the person they are engaging.
  • Also possibly make it so size matters when it comes to PvE knockdowns? Like when bashing astral and those goats always are knocking over size 15+ people left and right? It might be a better chance for a larger race not to be knocked over so easily?
  • Things like that skill that drags people into the trees and also the stealth skill with dragging people up on the roof? Maybe a faeling might have a larger chance at failing while doing this to an Igasho or something?
Daganev2008-05-02 17:52:58
I like the blocking idea, and the stat modifier idea.

I assume we are getting rid of the tumble stuff?

There really are lots of options, and the more size matters for things unrelated to essential combat survival the better.

i.e. blocking is not esential to survival, neither is movement speed, nor stat gain/reduction.

Health I don't like because then that makes everyone want to get larger. Size should be a good rp tool with coded benefits, but I don't think we should ever have people finding it benefiical to be a size 1 igasho, execpt maybe for crawling through a small space or hiding in a forge.
Ildaudid2008-05-02 17:59:30
With the blocking, how would that play in with a size 1 sitting on a mount? (Since anyone can use the mount to block)


ooh ooh now that I just am thinking of it.... Can a warrior mount an offense while on a mount? It would be fun if they could, I am just not sure you can (as a warrior) attack from a mount. I know you can as a mage, etc.
Trakis2008-05-02 18:18:44
Have the size determine a percentage coefficient. For example. size 1 = .75, and size 25 = 1.25

An example of applicability:

Use the character's Con stat to determine a "base" HP. Use the "size" coefficient to modify this value. If a person has 12 Con, and 1000 hp, then at size 1

HP = 1000*.75
=750HP

At size 25:

HP = 1000*1.25
=1250HP

Have these coefficients also apply to Str and Dex. Large size is +str, -dex, while small size is +dex, -str.

If this was coupled with a change made to warriors - use the str stat for damage, and the dex stat to calculate wounds, with the same % to give afflictions, I think this would really be an interesting change.

I have more ideas, but I'll post them if people actually think the ones I'm posting right now are on the right track.
Malarious2008-05-02 18:24:22
QUOTE(Trakis @ May 2 2008, 02:18 PM) 508325
Have the size determine a percentage coefficient. For example. size 1 = .75, and size 25 = 1.25

An example of applicability:

Use the character's Con stat to determine a "base" HP. Use the "size" coefficient to modify this value. If a person has 12 Con, and 1000 hp, then at size 1

HP = 1000*.75
=750HP

At size 25:

HP = 1000*1.25
=1250HP
This seems ok, though it could make larger warriors even more tanky than the 10K+ health ones I already see.. 10K * 1.25 = 12.5K health.. ouch.

Have these coefficients also apply to Str and Dex. Large size is +str, -dex, while small size is +dex, -str.
Ok this wouldnt be too bad, though size 1 would be insanely powerful dodgers if dex still has such an effect, so might need to lower the base dodge so that size 1 wouldnt be extremely high miss chances.

If this was coupled with a change made to warriors - use the str stat for damage, and the dex stat to calculate wounds, with the same % to give afflictions, I think this would really be an interesting change.
Yay my idea came up happy.gif Small sizes would be better wounders and larger sizes better damagers. Another boost for tae'dae to be damage killers.

I have more ideas, but I'll post them if people actually think the ones I'm posting right now are on the right track.
Honestly even if your ideas arent widely liked (which I like these) then you should post them anyway just to let people build off them. Worst that will happen is someone says no. So post away!
Trakis2008-05-02 18:31:24
Well the drawback to being size 25 is that although they're more powerful, they're far easier to hinder with writhe afflictions. It also makes the demigod sizechange ability actually mean something more than "I can be size 1 all the time".

As for warriors with 10k health... those guys never die to damage anyway.
Malarious2008-05-02 18:36:11
QUOTE(Trakis @ May 2 2008, 02:31 PM) 508329
Well the drawback to being size 25 is that although they're more powerful, they're far easier to hinder with writhe afflictions. It also makes the demigod sizechange ability actually mean something more than "I can be size 1 all the time".

As for warriors with 10k health... those guys never die to damage anyway.


Actually with 11K health I made ixion hit vitality, which made him leave. I have however slain Rika as a mugwump using damage. Magic damage scales, so fast attacks can really build up if its not physical damage.

As for demigod size change, I would love to see size not make writhes so fast, not kill stun so fully, and just adjust stuns and such accordingly.

We have some things we need to get changed, question is what exactly.
Jitwix2008-05-02 18:54:51
A lot of warriors have complained about the missing aspect of using forged weapons. How about making warriors/monks miss less when attacking larger sizes.
Daganev2008-05-02 19:22:05
QUOTE(Trakis @ May 2 2008, 11:18 AM) 508325
Have the size determine a percentage coefficient. For example. size 1 = .75, and size 25 = 1.25

An example of applicability:

Use the character's Con stat to determine a "base" HP. Use the "size" coefficient to modify this value. If a person has 12 Con, and 1000 hp, then at size 1

HP = 1000*.75
=750HP

At size 25:

HP = 1000*1.25
=1250HP

Have these coefficients also apply to Str and Dex. Large size is +str, -dex, while small size is +dex, -str.

If this was coupled with a change made to warriors - use the str stat for damage, and the dex stat to calculate wounds, with the same % to give afflictions, I think this would really be an interesting change.

I have more ideas, but I'll post them if people actually think the ones I'm posting right now are on the right track.



I like the idea, but I think a 50% difference is too high

size 25 = 1.125
size 1 = .875

each size increases by .01
Ildaudid2008-05-02 19:52:42
QUOTE(Jitwix @ May 2 2008, 02:54 PM) 508335
A lot of warriors have complained about the missing aspect of using forged weapons. How about making warriors/monks miss less when attacking larger sizes.


Or how about making non-warriors miss when attacking. ^^
Malarious2008-05-02 19:56:39
QUOTE(Ildaudid @ May 2 2008, 03:52 PM) 508344
Or how about making non-warriors miss when attacking. ^^


You have your op bashing, leave us our normal bashing tongue.gif
Ildaudid2008-05-02 19:59:08
QUOTE(Malarious @ May 2 2008, 03:56 PM) 508346
You have your op bashing, leave us our normal bashing tongue.gif

Nothing OP about our bashing, yer a demi. You're not a knight. Geb was a monk when he got Demi, Nejii, a moonie or a monk. And Krellan? Well sure he wasn't an OP Knight basher when he was mass linking virgins.

So, don't worry... I will only come for blood if somehow stun is decreased while shackles and other writhing things stay the same or are increased though tongue.gif
Malarious2008-05-02 20:02:21
QUOTE(Ildaudid @ May 2 2008, 03:59 PM) 508348
Nothing OP about our bashing, yer a demi. You're not a knight. Geb was a monk when he got Demi, Nejii, a moonie or a monk. And Krellan? Well sure he wasn't an OP Knight basher when he was mass linking virgins.
At 42% crit rate I wish I was a blademaster sometimes tongue.gif

So, don't worry... I will only come for blood if somehow stun is decreased while shackles and other writhing things stay the same or are increased though tongue.gif
Stun is too powerful against small sizes, entangles are too powerful only against super high sizes. Stun is far more disorienting then being entangled though. Shackles stops moving and attacking.. stun also stops curing tongue.gif Stun should have a purpose but not such unmatched power.
Ildaudid2008-05-02 20:05:48
Only that bad when BC's stun mainly. But writhing afflictions are effective against everything and their mom. Nerf stun without nerfing writhing the envoy police will pull you in for high treason ^^

edit and I am not saying that stun shouldn't be toned down, and possibly even a little moreso than writhing afflictions, but they both need some work. especially with size issues.

If I was a size 25 stunning a size 1 and only stunned them for 1 second. Then the size 1 hit me with a web enchant and had me of bal for 5 seconds. I see a problem.

Which is why stun times should have a cap, but higher size vs lower size should have a higher end cap. None of this flat across the board 1 second stun for everyone kind of thing. It would make headslam, charge, tackle (and anything else that warriors would like to see at least have a chance of stunning, etc) less than useful at higher sizes.


PS - why does any idiot choose size 1 anyways??? Have they not worked out the math to what the real size you can be and have the same time as a size 1 is? Yes, you can be something other than size 1 with the same tumble time as a size 1.
Malarious2008-05-02 20:07:48
QUOTE(Ildaudid @ May 2 2008, 04:05 PM) 508353
Only that bad when BC's stun mainly. But writhing afflictions are effective against everything and their mom. Nerf stun without nerfing writhing the envoy police will pull you in for high treason ^^


Monk stuns are pretty strong too tongue.gif

Stuns work against everyone, so do entangles.. difference is to what extent and what it stops!

Down with the stun devils.
Daganev2008-05-02 20:09:11
I would love for stun to just prevent all forms of movement out of the room, and drop stancing and last like 5 seconds, instead of stopping curing.

That would be great!
Malarious2008-05-02 20:12:05
QUOTE(daganev @ May 2 2008, 04:09 PM) 508356
I would love for stun to just prevent all forms of movement out of the room, and drop stancing and last like 5 seconds, instead of stopping curing.

That would be great!


Wow 5 seconds, I wish entangles lasted 5 seconds reliably but then you would meet perma tangle! ^-^