Posted by Darkheart on 09/20
First thing, major poison lasts too long. We should consider capping
its duration in terms of ticks or damage or both fairly soon.
As of now it's more devastating than old blind was, and unless we
introduce a +4 or +5net resistant or immune to poison gear with
susceptibilities to pierce (kidding) to something other than
pierce, it may be more fun. Anyway, there need be more options
to fight poison other than renting, milking, or being create.
Maybe having each well in a hometown or near an inn be
permanently flavored with cure poison unless somebody fouled
(even then, the guy won't be able to drink from it much thnx
to fill value)
Creates... though i personally think they're fine the way they
are, their spells OTHER than roots should be upgraded a bit
to make them more competitive. Having charmies that are
'illusions' it only makes sense that they should be immune
to blind, other creatures should be immune to things related
to them, if not work as a 'sink' against such spells when
they are cast in the same room (a salamander, a greater one,
maybe, should have a chance to fizzle an immolate or a
firestorm if it's cast in the same room, etc, though mana
would be lost or something), and those demonic, angelic,
titanic dudes should be able to resist spells naturally,
by some percentage, and come with some skills such as
rescue so that the caster doesn't have to flee in order
to make his charmies tank.
+hit/dam/hp. Any reason why hp is not being touched?
It's fairly obvious to me that IF fighttypes are balanced
in any way, that +fixed amount hp will benefit non-con
far more than it would con, since the %hp given varies
drastically. So make +hp gear be %hp or figure out some
scale to make them balanced. 10hps per stat point or
something, so that the garnets and amethysts are the spec
standard... 4 stat 10hp, 3stat 20hp, 2stat 30hp, etc.
Also, I don't know how parry works atm, whether it takes
off a % of damage or if it simply negates "an attack."
If it's the latter, which i think it is judging from my
fights against various chartypes, then obviously heavier
weapons are screwed. Should be a chance to disarm or
weaponbreak when parry happens, probably the former,
probably to inventory or something, if the weapon that
is parrying is much lighter (less than 70%?) than
the weapon being parried.
After this we probably need to look at backstab, and make
it so that a person with higher perc has a fairly low chance
of being stabbed by a person with lower perc unless the
lower guy can't be seen by the higher... two snipers backstabbing
each other seems to come down to luck, and, even if it's between 100 and
80, if the 80 spent the difference in hps, somehow makes up for it...
Hrm, disregard the backstab thing, i need my low perc bs. :p
Tuesday, September 19 2000, 12:29PM
I agree with almost all of this, especially the hp and backstab thing. I
would be wary with the create changes though, and the parry. FOr
example, if you can disarm my weapon with a parry, rage is now worthless.
If your charmies auto rescue or something, rage is worthless. You see
things like this could become very overpowered very quick. Titans
and the like already do incredible damage and have lots of hp if
you have any mind. While I think they should probably do more
damage or something, I don't think they should resist anything anymore
then anyone else does, though it would be cool if a demon could hit
harder on a good person for example. For the most part though, very
very interesting stuff. Specially the backstab thing, god thats
Tuesday, September 19 2000, 06:16PM
thanks for all your thoughts about balance -- hopefully the coders
will have a chance to look at this stuff.
Wednesday, September 20 2000, 03:34AM
ok I really think that major poison needs to be fixed,
What I find more irritating is that a 60per backstab still dose
40-50damage and it can para you and combined with mage or druid
skills like 70% or the snipers are nowdays its kind nuts.
I can live with a pure london sniper doing lots of damage
and para but that mid to mid-high per is too much
I was also thinking that when you backstab you get
that random extra damage thing message(snipers you know what
I mean). I think that should only come into play at
HIGH per backstabs like 90-100 per
just more ideas from me, and I still think when you can only
eat 11 roots its not that good, at least make fill
value drop so can eat like 15-20 at 3rd circle
Wednesday, September 20 2000, 11:14AM
A plausible way for demons and angels to do more damage against
opposed alignments is for them to automatically rage when confronted
with their hated foes. Titans wouldn't get this benefit, being neutral.