Posted by Mina on 02/21
I was just thinking, and since snipers are able to kill with one shot, I thin
that since str fighters are at such a disadvantage, I think the should be given
a high level skill with an instant kill affect, because it is only logical
that someone swinging around a huge sword would be able to decapitate in one
swipe. Even if it was limited to certain weapons, I still think this should be considered
. And I also feel this would almost surely increase the number of strenght fighters
out there, possiblly adding some diversity to the game.
Just My 2 cents,
Mina who knows more than you think
PS. the lines are probably messed up cause I don't know how to write on boards
Thursday, February 13, 11:13PM
I was wondering something else, how about for all those fighters who are more
mental(mages) than dex str or perc/con? No mage spell can be cast outside the
room of casting, and most don't even work in pkill situations...
So I know this isn't myu concern since I am not pkill, but if mages are given
some spells that go 1+1room, or something, maybe there would be more mages?
I dunno I'm old and I forget things sometimes so maybe there is a spell that
has an area effect?
Morwynn, Lost oldbie sage
Friday, February 14, 11:05PM
I agree whole heartedly about doing "something" or actually a whole lot of
things to fix Str fighters. I don't know if this is it.
Let me give you an example... Jonah created by a crafty player, Was a sniper
str who weilded a trident.
He had ID and a weapon that used a flame based spell and believe me my clanned
never got "ouch that really hurt!" until I had that spell hit me just from a
basic attack which in essence is automaticly landed and not something a mage
has to time by casting.
If you add in ID for just being str on top of it, that would be overkill.
Saturday, February 15, 04:20PM
As far as mob-based killing goes, any type of fighter can dish
enough damage when he/she has at least one other max'd stat..with
my str/con char (20ish dex) being able to solo Diancecht at lvl 30,
i dont think str fighters suck too bad...
Saturday, February 15, 04:25PM
About the comment about the sniper/str thing. The easiest way to deal with that
would be to make them from a hometown that can't use guns, like Klein would be
good, since they are probably the hometown with the least benefits in my
Mina who has just begun to think
Saturday, February 15, 05:30PM
But all hometowns have a snipe affect in one form or another.
Saturday, February 15, 06:31PM
Klein has access to all 2nd circle words, plus repair/forge, and
i think it is one of the better hometowns to start in.
Saturday, February 15, 06:33PM
I know Agrabah, Lima, and London have ID effects, but I do not see Tara of Klein
with any is there something I missed here.
Saturday, February 15, 08:44PM
All home towns have the ability to access instant death in one form another if
they wish to.
Saturday, February 15, 10:30PM
Agrabah has access to 2 ID effects.
Tara has access to 1 ID effect.
Klein has acess to 1 ID effect.
Lima has access to 2 ID effects (though basically equivalent)
London has access to 1 ID effect.
But for all hometowns other than Agrabah, the stats required to
access the ID effect is the same, as well as the effect and use.
Sunday, February 16, 02:08AM
uhm instand death should be taken out of the game entirely, if it doesn't work on
mobs over 120k then why ahve it? Plus in pkill it stinks but I know there's already
been a lot of discussion about that.
Sunday, February 16, 08:08AM
The problem with str fighters and con fighters is that how good ones dex is
determines things like fleeing, landing attacks, headbutts, bashes, which one
does better with more dex and perc. Most people die on here because their wimpy, is
is set to low, they get bashed or headbutted, or they fail a flee, most mobs
don't hunt you and you can just go heal and come back later. I have played other
muds where mobs hunt you only if they are in better shape than you, this makes
things a lot more interesting. But as for str and con fighters, either everything
you do skillwise bash, headbutt, flee etc be based on your fighting stat thus
putting everyone on even footing and give them different type of skills, or make
everything be based on something that isnt a fighting skill like perc, say how well
you kick, bash, headbutt, flee and all the other type skills like this be based
on perc alone, this would also fix things in my opinion, and a third option,
would be to give con fighters more hp, str more damage, and this leaves dex
fighters, and im not sure if leaving bash and flee and other things based on dex
doesn't leave them on top. Con fighters sound especially bad too play to me,
knowing you have twice as much hp as someone else but they are going to hit you
twice as often, doesnt sound very enjoyable. Fortunately I've never had to play a
str fighter but it doesn't sound so great either. One of the big problems is the
classlessness of the system where you can pretty much try anything you want. Maybe
if 100 dex had a max hp allowed, at say 250. I hate to say it but i think it
goes back to a lack of limits in the classless system, a very fun mud to play if
your dex, and playing with con till high level then switching to dex gives big
rewards. Basically I think to make str fighters enjoyable you are gonna want to be
to have skills based solely on str including flee.
The main thing is this mud is very fun to play, right now every class of fighters
best weapon does about the same damage, the easiest fix I think would be to base
each classes fighting skills on their fighting stat. Like is going to be done with
headbutt. Maybe someday we will see some str weapons that doing twice as much
damage as the other classes. One things for sure its a very complicated issue :P
Sunday, February 16, 11:14AM
Most of these changes that you mention, the fight skills just for str/con/dex,
the hp for con, damage for str, are all going in with skills trees. Str
weapons do ALOT more damage than dex or con ones, perhaps you've not
seen these str weapons yet?
As far as con fighters not being so great: I'm a con fighter with a
whopping 34 dex, and I can and have killed just about everything that
any dex fighter can and has killed.(and some things that they can't =)
Con will be better after skills trees, but if you know how to play it
right, it's not THAT bad now.
As for strength fighters, I've seen some do so much damage that its scary.
Again, you just have to be sure how to play these types of fighters and
break away from the standard dex types that everyone seems to fall into.
-Leah, con fighter and loving it.
Sunday, February 16, 09:57PM
Str weapons look nice, but when you only get soo many swings with
them, they dont really dish out as much as I would like them to.
However, since most weapons regardless of class allows you to technically
reach damcap and stuff, I dont see too much of a disadvantage playing
a str fighter--that is, as long as I land a friggin hit.
The main problem with less swings is that the mobs can "block" a
successful hit, regardless of its damage amount--of the 9 hits landed by
a dex fighter, they'll block one just as well as they would block one
of the 3 hits landed by a str fighter--the str fighter here loses a
hefty 15-19 maxdam worth o' swing where as the dex fighter only loses 6.
If anyone played MTG, I think str fighters, using their damroll, should
be given a "trample" skill of sorts where not all of the 15-19pts are
As far as anti-mob thingie goes, like Leah said, you dont "need" dex
to be successful. Just learn to use the specific fighter type, as strategies
vary quite a bit if you want to play con or str as opposed to dex.
P.S. Btw, in pkill, low dex stinks.
Sunday, February 16, 11:25PM
Hmmm why not start by adjusting the cause ID spell.
I personaly think the setting on the code is... well
lets just say.. 'unbalanced'. Create mages have
MUCH MUCH MORE success of being able to create a ID
vial and throwing it than Cause mages have a chance
to even successing an ID spell on a mob... even a
beetle for crying out loud.
And I for example, I tried IDing a beetle the other
day and was not able to... and I do have over 103mind
on mind eq. So tell me... is this normal? Well
I do not think so. The balance between the create and
cause mages is, I would say, pretty much well.. good.
But if the ID spell could be balanced, it would be
much more 'balanced'.
Just my two bits..
CLeo of the Circle of Angels.
Thursday, February 20, 06:00PM
Not to go off on a tangent, but...
Create and cause mages are not balanced, as Cleo said. However, he left
out the many reasons that they are not. True, create mages are much, much
better mob fighters. You can use doppels, air sprites, you name it, and of
course throw IDs. However, in this dex-based mud you cant hit a barn
without 100dex (or close) throwing. So, a 100dex create mage can ID very
easily. But so? You dont get xp, and some mobs like HOL ones eat on IDs.
The truth about hte balance is, cause mages have a huge advantage (from a pk
perspective, at least).
One thing, though, Cleo shoulda been able to ID hte beetle =P
Friday, February 21, 12:10AM
Cause mages are pretty good against mobs too. Especially if your 100 mind
cause mage puts the mobs to sleep, then immolates it. That's a max of 120
hp before the mob gets a chance to react. Then you get beat on for a few
rounds, calm it, then put it to sleep and burn it again.
It's really too bad that burns don't work yet, the fire spells would be
even better then. ;)
As for mobs, I don't think dancing weapons are that spiffy, but the undead
make FANTASTIC tanks. Big, stupid, and tough. Let one of those take the hits
while you blast the mob with immolation, or gust of wind or something.
In addition, the 100 mind cause mage can slay many mobs with instant death.
I don't see too many high-dex create mages lobbing death vials around. I
think that cause mages have a great advantage in re-equipping. Just get
some easily available mind equipment and go hunting.
Friday, February 21, 06:16PM
Mages in general, with enough mind, seem to do more damage
than neccessary...compared to other non-perc fighters, mages
have the edge of being able to have a guarantee'd landing of
their hits with a stun (provided they fight dumb mobs/players, but
they're abundant here) which is more of an advantage than str
warriors, who really have nothing to help them land their
Friday, February 21, 11:26PM
Well, dex fighters can headbutt, and usually get a stun thereby.