- Obtaining the proper containers and getting a rouge who isnt out to just knock you out and full loot you then walk away to poison them for you it harder to come by, not to mention overlooked?
March Changes
If the staff plan was to tone dwarves, I think there are other ways to do it. However, I'm inclined to believe that the only strength dwarves have are in clerics and that speaks more to cleric imbalance than anything. As far as I know, Anamus was the first dwarf cleric to really be a 'powerhouse' in PK in all of FL's history, so even that example is questionable. Again, that was probably much more of a cabal/class imbalanced synergy than the race itself. Besides clerics, only blademasters jump to mind for exceedingly powerful dwarves--which was likely more of a problem with blademasters as well.
There is no way that poison was an intended weakness to magic-resist races because the people who coded the races (or designed the original strengths/stats, taken from paper DnD) had no idea that there would be a 'blackjack' skill or that it could be circumvented by poison. Even in FL's history, poison to counter blackjack wasn't a tactic in 1.0, way after dwarf stats were set in AR or CF.
The real issue here, and has always been, is that poison wakes you up. Virigoth hated it. I even hated it in the beginning, but it became a necessary tactic. Maybe we can rethink blackjack, or rather sleep in general, and how to balance it without poison. There must be a better way.
Merc/Rom's base races included Dwarves and Duergar, with the inherent magical resist, too.
Poison was also included in the base merc/rom codebase we're working with, too.
But if dwarves are having issues with clerics, blademasters, and other multiple classes, it would be a dwarf issue, not a class issue. That said, yes, there probably is a better way to deal with it. There's been absolutely no suggestions as to what, however, instead, those who are against it haven't really given options other than 'change it back'.
50 minutes ago, sith_da_pirate said:
I would say Drow/Elf Gnome/Ogre are more played races then A dwarf by far. I've seen about two active dwarfs in Fl to this day. Not sure where the rest are hiding
Unfortunately I have a nifty little command that lists the ratios and numbers of each actively played race. Dwarf outnumber elves and drow, and gnome. Sorry.
^^^^ Seems Legit :)
Anyhow, change reverted. Enjoy.
@Morlhach We still love you :P
xoxoxo
So, this shield lore change seems so dynamically detrimental to a defensive warrior.... jump on this one guys. Lol
I think that Bashing Weight should be slowed then the rate of a lighter shield, if your going to lose 3rd and 4th attack as a warrior for a shield bash. A Heavy one IE 20Lbs + should lag 2-3 round for effective damage and a lighter one IE 1lb+ should hit lighter but be able to one round use like a spell. for little damage plus added effect. This will make Shield warriors not mind the lose of the attacks and also make them Need to Equip with Multiple shields "IE the need to depend on Shields as a Shield warriors and not Weapons" to be effective and need to change them out for different battles between classes. Ex: Light shield to proc your bleedings disarms ect...Heavy shield to hit for Lag perhaps ?????
Unless I'm incorrect, shield bash doesn't lag, only damages, and the use of the skill is the only way to proc all but one of the debuffs, the third and fourth attack is a pretty huge cut out. I understand the weight of shield being taken into consideration for both damage and hit chance buy honestly that trade off seems severe in damage output.
I like the idea of the lighter shields to disarm, bleed and the heavy shields to do more lag damage, but is that harder to be hard coded. still only just learning my coding skills are VERY limited... doing courses to learn online
10 hours ago, Morlhach said:
Anyhow, change reverted. Enjoy.
Phew. Thanks you. Please be aware that in all my time here I think I've only played one magic resist race. So my thoughts against it weren't biased in the least. I have always thought Dwarves and Duergars to a lesser degree were the most powerful race in the lands. I never liked the idea of when a character is up against one, 50% to 90% of there overall effectiveness can be suddenly ineffective (hybrid/mages/rogues/druids). Not all classes can take full advantage of those water based weapons out there. Like Ogres, Dwarves get a vuln and the hp to make up for it. No regen (which takes skill to use in the heat of pk) but magic resist all across the board which takes no skill to use. Not to mention the good str and dex they still have.
My solution would be to increase the effects of poisoning oneself so others can use strategies based around that. Magic resist races would now have a choice in deciding whether poisoning themselves is worth the risks. All the while making the magic resist perk take a bit of skill to get its full benefit.
Poisoning oneself should open up the vulnerability of the user being poisoned subsequently. Poison should be opened up to be stack-able either between all players or just rogues. Damage would start at scratches as usual, then grazes, then hits. There should be a cap on this damage here. However rogues should be allowed to go a damage level beyond it, to injures. Lotus scourge ninjas should be allowed to go one step further to decimates I think? Since rogues have multiple ways of poisoning its victim, they would be able to make use of this ability faster than most. This would make rogues scary again while forcing skill to be used on both sides of the fight.
Side note: Explore if ninjas should be allowed to envenom fired weapons
Site note: Explore if ninjas/thieves should be allowed to envenom weapons.
Site note: Please raise the crappy level of ninja blindness dust. This has never adapted to change over time even though saves and equipment obviously has.
Side note: Revisit Syndie skill vs rogues
Site note: Do the undead have too big of an advantage vs rogues? Do they need an increasing wounding/dysentery type poison to combat them?
As far as poison goes.. Every class, outside of ninjas and rangers, have a way to remove poison from their intended target. I had ZERO struggles on my thief getting rid of poison from my enemy when I wanted them blackjacked. If a psi lands hypnosis, a necromancer lands sleep, or a thief lands blackjack then they gain such a MONUMENTAL advantage over their opponent and in most of these cases the fight usually ends up with the slept target being killed. Psi's also have a way to virtually sleep their opponent that can NOT be countered, saved, or failed in the way of petrify. So, I don't wanna hear about how "hard" it is to land these skills, its not. It just takes a little ingenuity, strategy, and tactics to pull off.
If a thief can't kill you outright following the blackjack, you are going to be missing some equipment pretty quickly until that thief will be able to out melee you and kill you. I am 100% convinced that a thief's biggest issue is the size of this player base and the approach we are taking towards ganging, tagging, and otherwise "dishonorable" ways of fighting. Thieves were scary because you never knew when they were going to strike. And even then, a 1v1 match can still go in favor of the thief very, very easily if they play it right. I have seen people log off when a thief or ninja gets on more than ANY class EVER. That is because they are scary.
Ninjas, on the other hand, could get a little love AS LONG AS we remove assassinate from their skill list. This is something the PBase has BEGGED to be addressed for years and years.
Decimates on poison? Nooooooo. I think if we went the stacking route, grazes max, with a third stack increasing level of poison. Lotus scourge could get injures and poison level of 60.
I like how everyone thinks this change had to do with making thieves stronger.
I'm also hating this idea of CPs being earned before induction. How, exactly, can one earn points before a member? I know, from a mechanical standpoint, it's a tick based thing, but we don't do that with gold or RP. Does everyone need a heavy dose of CPs upon entering? Why not just set a base gift? Maybe a few CPs could be earned from clan quests? It just seems against the whole RP idea behind cabals unless you filter it somehow through the clans.
You don't earn CPs per tick basis. You only get CPs from the quests that would have given it to you if you were in a Cabal and completed them.
Just now, Morlhach said:
You don't earn CPs per tick basis. You only get CPs from the quests that would have given it to you if you were in a Cabal and completed them.
you mean when not cabaled right? I thought for sure I saw my CPs going up each tick once cabaled.
Once you're caballed, you will always receive CPs on a per tick basis unless you don't have your standard.
While you're not caballed, this is not true - you don't receive CPs on a perk tick basis.
Regardless if you're in a cabal or not, you will receive CPs from finishing quests that reward CPs.