After some chatting with friends, I have concluded that a lot of the
so-called balance problems here on legend would be solved if we
just had more hp, mana, and move all round.
Lets go back to dexmud for a sec. Back then the average pkiller
had around 900-1000 hps with sanc ring. Damage cap was 60
on stunned and only 30 on standing and 39 on bashed (out of
the sanc modified 1000). Im not saying that this damage is
better, or good.. or accurate, but I am saying that cause of the
overall lower damage, fights lasted longer. Tumble was never
a big issue, cause both sides had enough chances to tumble and
the luck evened out.
Thesedays, take the hps, and bring them WAY down.. to about
400-600. Now take the new damageroll and damage cap and
up it to 89. Dont forget that in dex mud, you could only hit
harder than 39 hps on a headbutt or some sort of stun... and
thats against a 1000hp character on average...
In the current system, the cap is accessable by big damage
hitters on standing or sitting too... and yes, people cap on
Now add in that hook item. That item lets you do an extra
15-20 or whatever hps on top of the damage cap. Also add
in some weapons that have extra attacks specials.. and you
get another minor attack that adds more damage. Add in
75 hp firestorms... add in 80 hps backstabs.
Damage was upped ALOT, and hps were downgraded..
What you end up with is a fight thats all about the luck of
the first 2 specials... if I get a wfw on a fighter... they are
practically dead... if they get 2 dazes or 2 bashes in a row..
I am dead... if a sniper gets a big para (and knows how to
use it.. snipers actually do take some skill), they win.. Get the
picture? We simply dont have enough hps to make our
excellent fight system work... Wonder why no one uses choke
in pkill? Cause it paras about as often as warcry, only dex
fighters dont have the hps to tank long enough to wait for
it to kick in....
This problem is more evident now than EVER. Before the
grad stats code, spam healing allowed players to have more
"virtual hps" and the luck of specials had more time to even
out. I really think we need some sort of change to the length of
I suggested removing all damage and hit items... thinking it
would make fights longer and a little less luck-based but no
one liked the idea... maybe giving us some extra stamina will
make a wfw, double daze, or parabackstab a little more
I dunno, just some observations I made while chatting with
Wednesday, February 23, 10:59AM
I would like to add that there are lots of fun things in
pkill that just arent as feasible thesedays cause the fights last
such a short time... I would love use more of my non damage
spells in combat... sneaking in a weaken or something.. even blind
that takes 2 rounds of precious combat time and is often just dispeled
away seems not worth it to me.. I would rather just hit them with a
big damagespell... if we could last a little longer I would try all kinds
of things... fears, blinds, weakens, even curse....limn, things that
just dont make sense to waste 2 or even 1 precious combat round on.
Thesedays, NEED a tumble to try a blind or something like that... since
you cant spam spells like headbutt, I rarely get first special in, if I
get bashed, I HAVE to run to cure crit.. trying a blind or curse spell or
weaken or something like that, is suicide.. 2 bashes in a row kills.
Im not whining about my character vs others.. in the last 95 or so fights
I lost about 3 times. But my formula is pretty standard.. because
the shortness of fights really limits what I can try.
If we had a little more time in fights, we can do so much more.
Stun/hope for wfw gets boring fast. Hunt/headbutt hunt/headbutt gets
I would love to see 2.stun come back.. that is the most missed feature
of dexmud, imho. With all the damage that people do, you cant get tricky
and take on 2 pkillers. For all that dont know, 2.stun is what me and
Splat use to refer to stunning 2.target while fighting 1.target. In the
old system, stunning 2.target will keep them stunned till the tick unless
they are woken by their companion. GOOD players had ALOT more to
work with back then... Thesedays, a well made newbie can bash twice, get
lucky and beat an oldbie... that makes me depressed.
I think Im talking too much.
Wednesday, February 23, 11:41AM
I have to agree that the fights go by much too fast, I rarely
if ever warcry/elbow because there isn't the time to hope
for a para warcry or disorient.
Wednesday, February 23, 11:48AM
currently after major testing with golbez and magnifico last night
my conclusion is this. its all luck! i tumbled 4 out of 12 times
i have 99 dex and 40perc.
basically i tested through wary and agg.
at 3 wary i tumbled 2/3 times.
2 wary i didnt tumble
1 wary i didnt tumble
at not wary/agg i tumbled 2/3 times
its pure luck and its annoying. shows no skill.
i can't survive against the numerous amounts of str people
everywhere with the way tumble is based. and another concern of mine
fighting over mages is just a long drawn out fight
i have seen 60mind people eat most of my 3rd circle spells.
i have 100mind. so i put in an extra 40 stat points into mind
my only benefit is stun against other mages. but then someone else
can put 40 stat points into con for more hp. i want my benefit of my spell
s getting through the majority of the time. too luck based there
Wednesday, February 23, 11:59AM
Well o'course I agree, I said con should get around 800 hps
when we were rerolled.. One thing to consider is mobs though,
sure we could give them 35% more hps but then levelling's gonna
get even slower with longer fights and slower healing.. -shrug-
I say give us more hps and screw the mobs. :P
Wednesday, February 23, 06:08PM
Up the percentage reduction on pkill damage.
That would make fights last longer...
Wednesday, February 23, 10:52PM
Upping the percentage reduction on pk damage is a tricky issue,
since that will overpower healing by that much. Same goes with
more hps, imho, since for me it's hard to say how much of an hp diff
60 con diff in stats should have, for it to balance out.
A flat raise in hps would certainly benefit str/con more than any
other chars imho, but a tilted raise would benefit low con mages, esp
if we're talking increased mana as well.
Pk fights do last a really short time... one successful bash, and
a 40con char is reduced to 2/3rds (if lucky) or 1/2 (quite often) of
his total... two good bashes end a fight... and to regen all those
hps it takes....
If mob hps were increased, then we'd have hour long fights at low
levels. I don't think anyone would have the patience to kill a mutt
at lvl 1 without a skill since it'll prolly last a life time per fight :0
Not increasing mob hps, we'll have overpowered players. Whee, think
some fighter chars are idiotically powerful against mobkill as is, esp
with most fighter chars easily reaching 100/100/80 ish stats.
2.stun is something i'd like to see back, and choke is something i'd
like to last as long as a dazing headbutt. Warcry too, i've seen too
many 1 round para warcries... their success rate and the results just
make them silly.
Kick needs to be upped a bit, i think it does way too little damage
for the 2 round delay it has. Sure it is a very safe skill to use,
but of all the skills, it's prolly the least effective less you are in
a situation with no other options. Elbow... don't even know how to go
about it, for starters its damage should go up to at least kick levels.
Also, there should be a way for non-spell casters to get detect hidden
via potions, vials, poultices or scrolls. Hide is too powerful against
non spell casters... at least snipers should have a chance to see hidden
just like they have a chance to see sneaking.
Thursday, February 24, 03:52AM
I dont really know if im the only non-enabled appending to this list
just had a few things to say, i agree that the hit dam roll system
should be changed, how im not sure. I based my character to have
high dam roll and hit roll, for that i sacrificed hp. It annoys
the hell out of me that i dam cap while sitting but i manage to
slash while standing. The suggestion was made to get ride of dam
and hit roll eq all together, granted this would make pkill fights
longer, it would just annoy use theme characters who are not enabled
. Correct me if im am wrong but there are more non enabled folks
then pkillers out there. Id like to hear from someother
nonenablers append to this post and get their opinion.
This isnt just a pkill mud. Just my thoughts-thanks-
Thursday, February 24, 06:30AM
but it should be.