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Gameplay | Topic subject | Enhanced Damage | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=54416 |
54416, Enhanced Damage
Posted by Scrimbul on Wed 31-Dec-69 07:00 PM
What is the exact math on this skill?
Regarding the heightened awareness thread.
I think we can avoid ####ing with damroll and making lowlife fights last longer if we address this skill. Classes with this skill also get third/fourth attack really early on way before they actually need it.
Currently the trend for martial classes is to spam skills/weapons/defenses at 15 to compete with other martial/rogue classes and then level to 25 so your lag options can get reasonably close to stun locking. Barring a heavier sack of dam redox or favorable RNG he who has the better chance to parry and a couple flight potions either wins or effectively cannot die. Anyone who can actually tank them doesn't have the damage output to do so long enough for a gang to work, and as soon as dirt kick lands on the aggressor, they flee for a tick. Dirt/disarm is extremely risky as-is without opponents being able to deny the attempt to disarm.
Please consider shaking up PK pre-40, particularly in the 20-35 range in light of the reduced player numbers. There are multiple ways to do this, adding HP or dam items (no stats or saves) with my Regen via quests, shrink the MUD even more by removing and revamping areas...
But I strongly suspect booting enhanced damage to 35 across the board will help tons, and/or scale it better at lower levels in light of an opponent rocking 30 damroll becoming a threat to his entire PK range Nevermind midbie Rager weekend warrior fishbarrel shooting abuse.
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54420, Lowbie mages have options..
Posted by KaguMaru on Wed 31-Dec-69 07:00 PM
An invoker can kill the warrior with two 1 round lag spells. He can be enlarged/reduced and flying making him difficult or impossible to lag. He can have a pet. Necros who go through the pain of carrying bodyparts can instakill at low ranks. Transmuters can probably do something, maybe even outmelee the warrior, certainly with a hasted pet. Even shifters with no forms can grab THOSE wands (see also: Oshui).
Lowbie PK is often quick and nasty, but higher range PK is often a case of neither side being able to actually seal a kill with much regularity. Nerfing melee classes is not the way to adress this. Lowbie mages can also be unfairly lethal, it just takes a little more finesse.
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54417, Allow me to properly phrase this discussion
Posted by laxman on Wed 31-Dec-69 07:00 PM
Melee characters in general need to care about their gear and skills starting at level 1 because it directly affects their ability to do stuff.
Villagers in general are melee characters and additionally start to participate actively in PvP starting in the teen ranks.
As a result these people tend to be more prepared for PvP at earlier ranks then say a mage who is level 30 in leather newbie academy gear. These people who have not taken the time to get PvP ready until later in life are at a disadvantage to people who are PvP ready not because their is a class mechanics imbalance but because they have less general incentive to care and invest in their success until higher ranks.
So if you want to not be a speed bump the answer is to prepare to engage in PvP, not try to balance the field for power rankers by hamstringing melee classes.
There once was a debate about if it was even possible for non melee classes to participate meaningfully solo in lowbie->mid rank PK but by now we have examples of every class but bard doing very well sub 30.
So I guess in short what I am saying is that there is nothing wrong with the classes, the problem is with the players and what rank they start acting with purpose beyond trying to max ranking.
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54418, I'm not disagreeing.
Posted by Scrimbul on Wed 31-Dec-69 07:00 PM
'jazz up lowbie PK' isn't citing some over the top imbalance.
I just think, for example, you aren't going to see Word of Recall nerfed as Had been suggested with transportation sickness or cooldowns to punish people who are 50% MV or less on finding their prey, if you don't fix the possibility of them being instakilled.
I would prefer a situation where MANGLES and demos go away pre-35 but return potions and teleport become an element of strategy rather than essential for leaving your guild.
A situation where more deaths happen but time to kill is higher, allowing more opportunities to make plays without relying on the RNG to make your opponent miss a bash.
A situation where Thief skills can be safely reevaluated for costs and they don't pay for utility as stiffly when sacrificing damage, or where knife and cheap shot are folded back into the skill lists and the price of everything else is adjusted accordingly.
In short, I would dismiss a handful of examples of skilled players preying on lazy people as an argument not to make more exciting and intense matching that don't necessarily span half the MUD's geography if the opponent happens to not get hit by a Mack truck with a lucky 3 round bash or tripping the tank at 70% HP. But that's just me.
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