At least you all agree that fights are just too short. Any
ideas on how to make them a little longer?
As far as unclanned are concerned, I agree that fighter types
are way tough against mobs, often killing same level mobs in
a couple round, with little or no hp loss. A little adjustment
to help out pkill, wouldnt hurt any unclanned... And Blackthorne
pointed out that the majority of legend is not pkill, but if you think
about it, each player is only allowed one pkiller out of all his/her
characters... if you count all the "Players" that have pkillers, and
eliminate all the RPers only, which arent as concerned about the fight
system... you get a major. Of course Im not sure, but saying that
pkill is a minority of the crowd here is just wrong.
Im so happy that people agree about the short fights.. Nothing
made a good point about elbow.. the fights just being too short
to go for a disorient. Disorient is such a cool effect... but if you
use a 6-7 rounds to get it to click, then you lost the fight.. choke,
warcry, elbow, are all skills that arent used mostly cause of
the shortness of fights. In addition to that, a lot of hard work
on coding by imms that never gets used.
I still favor getting rid of all damage items, hit items, and hp items.
Ill have 334 hps like I should have. People would be doing less
damage and fights will overall last longer. Backstabs could stay the same
giving a much needed boost to snipers, and damage and healing spells
might have to downgraded a bit.
I dunno, 334 sounds low to me, if what I wanted was longer fights, but
24 damageroll max sounds good to me.
Im content that at least people agree that fights should be longer.
One day, I will have the combat time to do more than just
stun and damagespells.
Im actually getting bored of it a little, maybe Ill perma and
make some weak unknown lowbie newbie type.
From: Lagmonster
Thursday, February 24, 09:50AM
Just make a well-known weak newbie lowbie type. You get to pk a lot
more that way.
From: LadyAce
Saturday, February 26, 01:05PM
I know this won't solve everything you're mentioning, but it might
help in a small way -- what would you guys think of a very small
lag on prep spells like weaken/idiocy/etc.? I think these spells
are way underused, and decreasing the skill lag might help with
that.
-LA
From: Lagmonster
Sunday, February 27, 11:03PM
A smaller skill lag would overpower those spells, since they can
be cast invis as is, without the caster having to fade in. Cast
within movement spam of pretype, they can be prepped just as well.
The problem with those spells are that they're not too useful again
st players who can zoom into inns real quick and just rent them out,
but even that has the downfalls of logging in and being completely
susceptible to just about everything in the game. (trying to rent
off shoot blind, for example, is a bad idea since you are both susceptible
to bs AND blind now)
And it isn't the lag on those spells that make them underused, it's
just that they're not worth casting compared to the same mana spent
on cure crit or even cure light... or damage spells.
From: Lagmonster
Monday, February 28, 12:30AM
To make those spells more useful, they should be increased in
effectiveness and decreased in duration. It would be interesting
to code them in two categories, one as prefight and one as during
fights, with differing results. Prefight preparation spells
would work just like they do now, but cast mid-combat, those
spells should be more powerful -- weaken spell automatically
having a chance to disarm, mind vs str, idiocy spell simply
halving the number of swings for 1 round, clumsy disabling
any dex-based effects (dodge, tumble, balance, juggle, acs,
and kick, choke) for 1 round, etc. They should still retain
their spell lags, and with that it'll make those spells
much more interesting to use. Of course, if ppl manage to
flee just as the spell is cast (with flee command instead of
wimpy) they'll prolly not be affected much since 'combat' will
end...
Just a thought
From: Forsaken
Monday, March 06, 08:40AM
I just realised something bout this.. We had the equivelant of
around 1000 hps with sancs in the past, mobs weren't changed
when they were yanked, why can't we simply be given back like
50% of what was taken away in the first place..
Ie. around 800 hps at 100 con.