If you guys are going to yank chalices, then make meditate
availiable to everyone. You could make it TOTALLY suck for low
mind and spirit... but dont give people with less than 60 mind no
option to regen.
Dont limit the viable character options EVEN more....making every mage
have to have the current meditate mins.
My suggestion is to start looking at a way to make preserve items for
create mages only... make them perma cursed or something.
As for magic sink, now that I think about it.... the dispel arrows and
magic sink balance is fine. To dispel a sink, you need to shoot and
risk a wfw.... a low mind mage deserves not to get the wfw, and a
high mind mage will have a better chance... so the fact that both
sinks react the same way to dispel arrows is ok, imho. The more I think
about it, the more I think that needing two shots to dispel a magic
sink... giving the person 2 chances to wfw is too much advantage.
One more thing... if you are going to yank hps items, make sure you
look at the damage tables... and wfw, parabackstab, and daze chances.
My ongoing frustration with legend is that we have too few hps all round.
Someone gets a nice para.. wfw or backstab, or a double daze, and
a low con fighter is dead. Mandarb hates this crap and so do I.
Some punk gets luck, and wins...
Its no wonder that hps items are such high priority when people make
pkillers... the rent could be used for a lot of other things, but almost
never is.... no one wants to lose to lucky paras.
So if you plan on taking out, or changing dramatically our ability
to compensate for the fact that you code us with too low hps all round
you are going to get a mud where whoever gets the first para wins. Even
with all of us hedging this threat with hundreds of hps of hp gear, this
STILL happens... ask Mandarb, it makes him crazy.
My suggestion to start, is to limit hps gear significantly and then make
100 con give around 750 hps. 40 con around 450hps or so..
This way, even if our random number generator is messed, and paras
happen in sprees, etc... the fight will last long enough for someone
to actually recover from a lucky attack and have some chances to
If you are worried about balances against mobs, etc you could do a
combo of altering the damage reduction equation for pkill and giving us mo
hps for con, and less from items.
Btw, Splat has been saying this for years, and no one listens to him.
I agree with him.. and I think we can satisfy Mandarb and his frustration
at luck ruling the outcome of pkill fights.
I posted longer than Darkheart!
Monday, October 16 2000, 02:32PM
yea you posted longer than darkheart, but you put more spaces :P
Monday, October 16 2000, 10:44PM
hm i agree with the part about more hps
g chalice pouch
fill chalice waterskin
put chalice pouch
bah stoopid chalice...even tho i'm on a non-mage char :P cackle
Monday, October 16 2000, 11:09PM
Balance vs mobs.. levelling wouldn't be affected at all
as you'd still lose the same amount of hps and have to
regen just the same. The only difference would be in
taking out big mobs. What should have been done long
ago is that mobs should have standard hps xp etc +-%
for their level for easy system wide changes.
Tuesday, October 17 2000, 03:02AM
I have to agree with Dune and his +HP gear theory, being
that without any gear on, I have 308 HP at level 50.
-sad, that's three backstabs, thank god for self healing,
or I'd never win a fight. Oh wait, I never win now, I
Tuesday, October 17 2000, 06:50AM
Or we could just lower the pk cap even further. A rip to shred
doing, say, 25 pts or so, a max dam bs doing roughly, 70?
Far as sinks go, i can live with the current system, it's
just a matter of jumping the sniper instead of being jumped
by one, anyway.
it would be interesting if we took out dazes, paras, and stuns
out entirely, letting them happen only against mobs.
Still though, unless we set a standard that if my dex
is higher than yours, my skills never miss and never
fail, while if yours is lower than mine, your skills
never hit me, and if it's the same, it's either all
hit or all miss, we'll always have arguments about
luck. Priority still depends on luck if you can't
stun, as far as i can tell... and some mobs simply
steal priority regardless of the circumstance.
Anyway, i don't think there'll ever be a way past
the luck argument, since even if we lower the
chances of it happening, it'll happen unless the
chance is zero. It's not as if you lose less xp
cuz the other guy won by luck, either.
So... i'd just say we live with the fact that
there are times when you can't wake up after one
para or a wfw, but reduce the costs of such
by lowering xploss and time for full regen.
With the pktimer, i wouldn't mind if ppl got
healed to full after it wears off while being
imposed with another 10 tick timer during
which they can't be involved in pk (but
can try to make up xp via mobkill) and have
it be an option that's turn on-offable if
you're accept all with no one on the reject