-
Well, I was going to suggest pretty much exactly what you did Inimical but toned it down because I was sure people would object.
I agree the Social is just that and not a hide out for PKers or to flee PKing. Then again I'm still an avicate for spells or skill that will allow you to flee from a fight. Makes the hunting more interesting and gives a person an out. Besides why make it all that easy for a PKer, some of us like to live and flee another day…... :D as any good thief would know.
I also agree that there is an alt problem being used as you said. I don't mind people loging on more than one player if one is playing and the other is just for social use or if your starting up a new player since they will auto be in another area in most cases from your older player. I don't see restricting people to just one player as a reasonable thing. But something needs to be done.
There is a difference between two players stocking out an area for pking and just one person using their main and an alt to do the same thing. One is legal the other is not.
I agree if your going to pk you need to put your ass on the line just as much as those your going after and your suggestion of not allowing people to go into social from high end areas is right on the nose.
Basically we're on the same track.
-
This is pertaining to the Dwarf vuln, I really don't think it should be blunt as dwarves battle a lot, and use warhammers and such so they can take a blow such as that. Acid makes sense to almost any race, since it can eat through your armor and such, and poison does not make sense, since Dwarves are a very hardy race and have super high constitutions. I'd say acid works for that.
-
Just for future reference:
As far as I have been told, being in the same zone as an alt is illegal and I will treat it just like forming with an alt unless informed otherwise.
eRT
-
yup ert you are correct - illegal multiplaying is defined as 1) using another character to help one of your characters, directly or indirectly (directly being healing them etc, indirectly being using an alt to spy for you), or 2) having two characters in the same area even if they arnt helping each other.
secondly I agree completely with all of you guys say about POA, mystica and chat. I never realised chat was such a problem for PKers, because nobody really pointed it out to me. I actually wrote chat as an exercise in some programming concepts whisp showed me, and i meant it to be a sort of place you can go and chill out after a hard days fighting and would be safe from the mortal world.
What i am actually going to do is the following: make the only way to enter chat only from recall points of cities, which are away from dangerous areas. These are easily reachable in case you DO actually want to go and chat (or go and idle, whichever) and wont provide an avenue for people to sit in and pop out where they can PK people easily. I think its quite unfair for people not to be able to defend themselves because they dont know where people are rifted from.
Aditionally there is some great discussion here, i don't have time to answer it all right now so i only addressed the chatting topic - i'll be back to add more later :)
-
~~@Inimical:~~
> **1\. Fix all characters to have only the skills, spells, and stats they were intended to have.**
>
> Every experienced player of this game knows about this problem, most of us are the beneficiaries of it as well. Players often end up with things they should not have. For example, me. I somehow have a racial max of 22 intelligence and 23 dexterity. According to the help files those should be 20 and 21 respectively. I have a first class alt that has the full spell list of an illusionist. The notorious whipping boy of Sentience, Arkain, is a wizard who has the benefit of silence. Darigaaz is a bard who can hunt. The list is far more expansive than I've listed here, and very pervasive. Pk balance is impossible when we have things that exceed the bounds of our class/race.
>
> **2\. Reduce the damage reduction provided by sanctuary.**
>
> You're probably wondering why that's a good idea. Pk as it stands does not allow for strategy, or tactics. Dispel is the cornerstone pk spell, why is that? Because dropping somone's sanc effectively doubles the damage they take, it doesn't get much stronger than that. This system locks pk into a contest where the combatants dispel each other, then blind their opponent to keep them from rewearing their sanc gear. And it works very well, far too well imo. This change would probably require a reconsideration of a large spectrum of weapon damages, and probably mob damage as well. However, it would allow for far more versatility in pk and that can only be a good thing.
>
> **3\. "Fix" ranged attacks such as bow and crossbow.**
>
> I almost hate to bring this one up because archery is so nice to have vs mobs, but if pk is going to be balanced this is a key part. Through some limitted testing, high level arrows and crossbows can easily do over 1k damage per shot and with crossbow you could reasonably shoot someone for 2000 - 2500\. Couple this with the dispel/blind tactic and you could potentially kill a remorted 120 in 2 rounds. I don't believe this requires a simple damage nerf, as such would greatly impair the pvm benefits of archery. Shooting a player who has 4k hp for that much damage is insane, shooting a mob who has 150k hp is a whole other ballgame. Possibly a damage tweak that applies only to pvp, a 50-75% reduction would be a step in the right direction, assuming my numbers are correct. More testing is needed, and i'm not 120 anymore to do it :wink:
i want to take some time to reply to this post in particular because i think it contains come excellent topics.
1) Ive already done this, but i'll have to check again. ATM when you login it checks you for skills you arn't supposed to have, and drops them off your list and rewards you with pracs if you had em practiced. I'll have to look at the code again because i think i screwed up somewhere. Agreed completely on this though, only reason i havnt given it attention is because i thought i had already implemented it.
2) Very good point, and i'll consider doing this. I might remove sanct altogether or maybe drop its effectiveness. I highly look down upon PK being a dispelling / remove all / wear all spam war, i'm just gonna have to figure out what to do. The weapons wont have to be tweaked too much, it'll just take some planning first.
3) I think arrows actually need more adjustment for combat vs. mobs as opposed to combat vs. players. The reason being if you are a player, and are being shot at, you can just hide (i.e. move out of the line of fire of the shooter). Ithink its just a manner of tactics, i think ranged weaopns are very interesting and just need to be tested a little more in PVP and adjusted so they arn't so strong.
-
How about making it so people can only quit from safe rooms and/or recall rooms? That way you can't log in at a spot when someone manages to wander their way into CPK. What about severing your link? Well, you make it so that when someone goes link dead, if they are link dead long enough make it so when they log back in they log in at the recall room of the area. It could even be explained, as if some dude wanders around in the wilds and takes you to his shack because he found you passed out on the floor ;) I dunno, just ideas.
-
Ummm….. Ok, I gotta respond to Mittens' post.
Are you outta your mind?!?!?!?!?!?!?!? Allowing quitting only in safe/recall rooms? That's the worst idea I've ever heard. Not only is that highly restrictive, not many people have word of recall or access to it. Also, safe rooms aren't AS common as you think.
----------
As far as other pk changes.... but more along the lines of ranged attacks altogether. NO ranged attack should be allowed from a safe room. NONE. No bows, crossbows, thrown bombs, ranged SPELLS.... none. It is rather unbalanced to allow someone to sit in the comfort of a SAFE room while their target(s) get annihilated by an attack from nowhere.
-
First of all I think that was a pretty good suggestion considering the information I have at my disposal, and experience in the world. I don't know that much about the world of Sentience yet, and all I did was read what you all stated were problems and tried to come to a logical conclusion. As I've said, it was simply an idea. Apparently logging out and using alts to spy, etc, is a huge PK problem which is also quite hard to punish people for (Well, to catch people anyway). If it's not a good idea, then don't implement it. It's that simple.
-
~~@Syn:~~
> ~~@Inimical:~~
>
> > **1\. Fix all characters to have only the skills, spells, and stats they were intended to have.**
> >
> > Every experienced player of this game knows about this problem, most of us are the beneficiaries of it as well. Players often end up with things they should not have. For example, me. I somehow have a racial max of 22 intelligence and 23 dexterity. According to the help files those should be 20 and 21 respectively. I have a first class alt that has the full spell list of an illusionist. The notorious whipping boy of Sentience, Arkain, is a wizard who has the benefit of silence. Darigaaz is a bard who can hunt. The list is far more expansive than I've listed here, and very pervasive. Pk balance is impossible when we have things that exceed the bounds of our class/race.
> >
> > **2\. Reduce the damage reduction provided by sanctuary.**
> >
> > You're probably wondering why that's a good idea. Pk as it stands does not allow for strategy, or tactics. Dispel is the cornerstone pk spell, why is that? Because dropping somone's sanc effectively doubles the damage they take, it doesn't get much stronger than that. This system locks pk into a contest where the combatants dispel each other, then blind their opponent to keep them from rewearing their sanc gear. And it works very well, far too well imo. This change would probably require a reconsideration of a large spectrum of weapon damages, and probably mob damage as well. However, it would allow for far more versatility in pk and that can only be a good thing.
> >
> > **3\. "Fix" ranged attacks such as bow and crossbow.**
> >
> > I almost hate to bring this one up because archery is so nice to have vs mobs, but if pk is going to be balanced this is a key part. Through some limitted testing, high level arrows and crossbows can easily do over 1k damage per shot and with crossbow you could reasonably shoot someone for 2000 - 2500\. Couple this with the dispel/blind tactic and you could potentially kill a remorted 120 in 2 rounds. I don't believe this requires a simple damage nerf, as such would greatly impair the pvm benefits of archery. Shooting a player who has 4k hp for that much damage is insane, shooting a mob who has 150k hp is a whole other ballgame. Possibly a damage tweak that applies only to pvp, a 50-75% reduction would be a step in the right direction, assuming my numbers are correct. More testing is needed, and i'm not 120 anymore to do it :wink:
>
> i want to take some time to reply to this post in particular because i think it contains come excellent topics.
>
> 1) Ive already done this, but i'll have to check again. ATM when you login it checks you for skills you arn't supposed to have, and drops them off your list and rewards you with pracs if you had em practiced. I'll have to look at the code again because i think i screwed up somewhere. Agreed completely on this though, only reason i havnt given it attention is because i thought i had already implemented it.
>
> 2) Very good point, and i'll consider doing this. I might remove sanct altogether or maybe drop its effectiveness. I highly look down upon PK being a dispelling / remove all / wear all spam war, i'm just gonna have to figure out what to do. The weapons wont have to be tweaked too much, it'll just take some planning first.
>
> 3) I think arrows actually need more adjustment for combat vs. mobs as opposed to combat vs. players. The reason being if you are a player, and are being shot at, you can just hide (i.e. move out of the line of fire of the shooter). Ithink its just a manner of tactics, i think ranged weaopns are very interesting and just need to be tested a little more in PVP and adjusted so they arn't so strong.
in reply to syns reply to number 3
arrows can be fired directly at a player while in combat, pretty quickly i might add. Allowing for an extra 1-2k damage a round depending on if dodge works or not
-
Vermonard and I were talking about how to make the Pking field more level. We came up with several idea. I'm sure some you will like others you will hate. But since I like to brainstorm might as well list them all and see if any of you come up with better ideas. [Sorry in advance for any typos and misspellings I'm a bit out of it right now.]
–------------------------------------------
There are several problems. Many have already been talked about so won't go into those. We think more pking would happen and people would have more fun with it if the Imps deal with these factors:
**1\. Pking low level players by 120+ just to get the numbers and be a pain.**
There is no way in hell a level 60 is going to be able to deal with a 120 in NPK or CPK areas. All that happens is the level 60 looses everything and pretty much gets pounded into the ground.
There was talk a long time ago about implementing level restrictions for PKing. For one the question is **"Why in the hell is a 120 going after a level 60?"** They don't need the eq and the exp is not that great. It's not like your going to make a ton of gold off the lower level player since they are killing mobs that don't have that much. Is it just to brag about how many they have pked? Seems a very lame reason to us.
[Ok, I know your already saying what about Reconnings….I'll get to that later]
**Suggestion:**
0-20 - No Pk period in or outside the arena - as it is now.
21-30 - Pking outside arena or Reconnings only within this range.
31-60 - Pking outside arena or Reconnings only within this range.
61-90 - Pking outside arena or Reconnings only within this range.
91-119 - Pking outside arena only within this range.
120 + Pking outside arena only within this range.
**Arena** fights are open to challenge anyone over level 21
Yes restricting extends to Reconnings too but is open season from level 91 up. That should give enought for the top feeders to play with and not complain too much.
**[Problem - Groups]**
Yes, for groups the above would be sticky. What do you do with a group with several level 1,2,3 and 4's and your after the level 4's. Well in this case I would say groups are the exception to the above rules. If you are in a group and in a NPK or CPK room "Ya takes your changes!" Being in a group is the only way to void the above restrictions and flag everyone as if they are in an arena fight.
–-----------------------------
That brings up another point that yes I have always fought in the past.
**2\. When there is a Pker in your group and their attacked what can you do?**
Being an old D&D player I find it very hard to sit there and do nothing to help another person who is in my group. To me it's a challenge to loyalty and honor. I might not be able to fight the attacking pker but my honor makes be feel obliged to at the very least help heal the person - **as long as they are in the group and were so BEFORE the fight started.**
I feel that anyone attacking a group "Gets what they deserve" and will think twice about attacking large groups outside NPK or CPK.
Right now it's consittered illegal. But I say why? It would not be in a D&D game or even in RL. If we want to RPG a little in the game coming to the aid of a fellow member of your party is correct and proper.
I would suggest a change to the pk rules about this matter. (you could most likely word it better than I have here but you get the point.) Ok, all of this is for OUTSIDE NPK or CPK rooms if it's either of those then the below does not apply.
If BEFORE the pk fight the person being attacked was in a party groupped with non-pkers then and ONLY then may the non-pkers assist their fellow member in any way they can with spells, skills or give items that will affect or assist their fellow party member personally. The non-pkers still can not attack the attacking pker but they can try to drive the person away from the party using spells or skills that do not damage the attacking pker.
It is illegal for anyone who is not a pker to once a fight has started to join to form a party in order to assist one of the pkers.
It is illegal for a non-pker to stand outside a PK fight and heal or assist one or both of the pk fighters.
It is illegal for anyone to interupt a fight (pk or npc) either with spells, skills or items to attack the player for pking purpose.
–-------------------------
Ok, last point that is more of a general suggestion for Spells and Skills that could help pkers or just players in general:
There are tons of spells and skills I never use on the list why don't we change how spells and skills are assigned to a player multing and create rather unique players at the same time.
Rather than have the system auto assign spells and skill have the guildmaster offer to teach the player that spell or skill. As a player once you go say cleric class/Druid the guildmaster can offer you all spells and skill pertaining to that subclass and clerics in general.
As you level and get practices you can go back to the guildmaster and be taught a spell or skill that you can then have added to your list and apply practice to learn and master the same way you do now.
Example: you want to learn the druid spell "lore" but don't feel you need the cleric spell "identify". You could asked to be taught "Lore" and not bother with "Identify" at all.
Every time you multi the guildmaster will have a new list of spells and skills they will offer you.
Ok say later you decide that you really didn't need "fireball" but you have mastered "Flamestrike" and really like that spell over the other one. Simply "Unlearn" the spell forever. You will get credited practice for dropping the spell or skill. But once dropped you can NEVER be taught it again. It's a one time rejection.
You can now apply the practice to another spell and work to improve your player.
This will allow us all to not have to look over pages of spells and skills and make our players very unique to the game. No two rogues would be the same. One person might like to make their rogue a master at stealing and stealth another might want be a master at Blackjacking and picking locks. It would all let you keep those spells and skills you really want.
Players would still be restricted to those spells and skills avaible for the different classes they pick at their multiy. I'm not saying to open all spells and skills to everyone. Just allow a player to have more control specializing themselves.
Now I know the codeing will be a problem for this one. So it's not like I would expect it to happen over night. But it's a good idea and will make Sentience very different from most MUD ROM games currently out there.
Ok, now there are three more suggestions and ideas out there for you all to thrash over. I'll stop now.
-
~~@Inimical:~~
> **1\. Fix all characters to have only the skills, spells, and stats they were intended to have.**
I have a bit of a problem with this one and would like to see one exception here. Old School players.
Most of us who are OSP didn't get those extra spells and skills by a bug or goof of the game we earned them at the time. The Imps later made changes and implimented them to anyone creating a new player. I don't think any OSP should loose their earned uniqueness mainly because they have don't nothing wrong it's just the system has changed.
Otherwise I agree the buggy players after Remort was started should be gone over and those spells and skills they should not have be taken away.
Racially still keep the OSP as well since they help to give the game a rich history. Pretty much the rest you have said I agree with to the most part.
-
Essentially every mmorpg style game that includes a pvp aspect has a group that believes in level restricted pk. Almost none of these games actually employ this philosophy however, because it is inherently flawed. From an rp perspective, there is no rational justification. I'm not one to base ideas and suggests on rp value however, in game mechanics and balance are the better way to judge. Level restricted pvp is abusable, especially in an enviroment like this. It allows characters below whatever "threshold levels" you have set to walk invincibly through pk areas, providing them free access to the items, mobs, etc. in them. It places emphasis on level camping, encouraging players to stay at the high end of these thresholds for extended periods of time and disrupting the flow of the game. It opens opportunities to set dastardly traps, such as having a low level character enter a pk area where someone higher level is or may come to, that character then puts up roomshields, ice storms, infernos, etc etc to trap and injure the other player all the while being immune to attack. Then a higher level character can enter and easily dispatch the victim. You believe this change will make pk safer for you, in reality it will be used as a tool to kill with impunity, just like the issue with social.
The prospect of being able to participate in church pk even though you are not in a pk church or individually toggled is also a terrible one. The premise here is only a watered down form of hiding in social; a way for people to be immune to threats while still being able to kill others. Your views are hypocritical it seems, you don't want others to be able to use these tactics against you but you'd like to use it against them. What will stop people from gathering armies of non pkers in their group so that they can go attack another pker? Those who choose a life of pk know what they're getting into. They will be attacked, they will be killed. Involving non pkers in pk battles is unfair.
Allowing **anyone** to have skills/spells/whatever that their modern counterpart does not have is a cheat against the newer players, and a definitive unbalancing factor. The only just way is to treat everyone the same, favoritism and balance do not make good bedfellows.
-
Well in inspecting the code I realised two things. The first was that I hadn't enabled the dam reduction for PK combat for ranged weapons (meaning a player would get hurt more with a ranged weapon than they should normally get hurt). The second was that it should probably take a longer time to fire in combat, so I adjusted this.
~~@RedRaven:~~
> Ataraxia avg dam 350
>
> 350 * 1.5 (for pk) = 525
>
> 525 * 2 (titan vs evil) = 1050
>
> 1050 *1.25 (holy damage) = 1312.5
>
> 1312.5 * 1.25 (fire damage)= 1640.625
>
> 1640.625 * 7 (possible hits for a Titan) = 11,484.375
>
> Ok, not quit 14K, but that was done in my head. And that is with average hits.
>
> Half that for sanc = 5742.1875
>
> That is still 1000+ more hp than I have as a maxxed Fully equipped 120 remorted Fiend.
>
> Now remove the 1.5 for pk.
>
> 350 * 2 (titan vs evil) = 700
>
> 700 * 1.25 (holy damage) = 875
>
> 875 * 1.25 (fire damage) = 1093.75
>
> 1093.75 * 7 (possible hits for a titan) = 7656.25
>
> 7656.25 / 2 (for sanc) = 3828.125
>
> Still an outrageous amount. But Survivable for more than one round.
>
> Even adjusting and saying only half your attacks land.
>
> That is almost 2900hp per round with the pk bonus. And just over 1900 without. With the bonus that is 2 rounds and out for the vamp.
in regards to this analysis though realise that holy fire is only holy damage, not holy and fire damage. Also where is the *2 titan vs evil bonus that you are getting? it's not in the code. Also realise that 350 avg is a very hard to pin down figure, it's very unlikely that you'll ever get exactly 350 damage, it's just a mean of the min possible damage and the max possible damage. Here's my count, just so everyone sees what went through in the code right before i made most recent tweaks :)
Base damage: 350, no miss
350 * (11/10) = 385
(11/10ths multiplier if the attack wears no shield)
385 ( 1.1 ) = 423
( holy weapon vs evil = 10% boost )
(magical sharpness gives possible boost but we'll neglect that here since i'm not sure if ataraxia is sharp or not)
(Slayers would then get +10% more damage vs evil from race boosting it to 465, but we're talking about titans here)
(If they have the damage relic it's +10% more)
(If they have an exotic weapon and crusader it's +10% more)
(If the material is silver, wood or iron and you're vuln to those it's +10%)
(If they have holy wrath skill(slayer) it's 10% more, but this happens at most 33% of hits even with 100% holy wrath)
(If they have enhanced damage its boosted slightly, but everyone essentially has this skill)
(highwayman get backstab boost)
(Then when the weapon type is fire, holy etc and you are vuln to this it's an extra 20% boost, resistance is a 25% drop in damage, immunity is a drop to 0 damage)
So as you can see it's possible to boost 350 to 600-700 but not higher.
For now I have disabled the following :
+10% for good vs evil or vice versa damage
double holy damage (+10% twice) for slayers,
and dropped vulns such as fire cold etc to 20% instead of 25%
as well as dropping holy defences (light shroud and avatar shield) to 10% from 25% damage reduction. I haven't modified sanctuary yet… Let's see how it looks.
-
damage reduction is good, but good align is still getting all the bonuses ..we're gettin nothin
-
~~@Spunky:~~
> This is an exact copy of my last post.
>
> vamps really arent all the screwed up if you ask me, the sun thing is a little lame, and the holy damage that they take is insane. I still say remove all the holy aspects from the game until there's something to help balance it. I dont mean to pick on arkain like everyone else, but im not even a vamp and im still gettin owned by that holy crap. Here's a log, enjoy the presentation of insanity…
>
> Keep in mind that i had sanc on during this beatdown session..
>
> SpuNK! <2673hp 5001sp 3297mv 173
>
> Someone's holy fire devastates you.
>
> Someone's holy fire MUTILATES you!
>
> With amazing agility you swerve someone's attack.
>
> You parry someone's attack.
>
> You parry someone's attack.
>
> You nimbly backflip away from someone's attack.
>
> Your slash mauls someone.
>
> Your slash mauls someone.
>
> Your slash mauls someone.
>
> Someone dodges your attack.
>
> Your pierce devastates someone.
>
> SpuNK! <2673hp 5001sp 3297mv 173
>
> Someone circles around behind you.
>
> Someone's circle MANGLES you!
>
> SpuNK! <746hp 5001sp 3296mv 173
>
> Someone's holy fire *** DEMOLISHES *** you!
>
> You sure are BLEEDING!
>
> You stumble around blindly!
>
> Despite your attempts to move, the webs hold you in place.
>
> PANIC! You couldn't escape!
>
> You parry someone's attack.
>
> Someone's holy fire does UNSPEAKABLE things to you!
>
> You sure are BLEEDING!
>
> You stumble around blindly!
>
> Despite your attempts to move, the webs hold you in place.
>
> PANIC! You couldn't escape!
>
> You parry someone's attack.
>
> You nimbly backflip away from someone's attack.
>
> With amazing agility you swerve someone's attack.
>
> Your slash mauls someone.
>
> Your slash decimates someone.
>
> Someone parries your attack.
>
> Someone nimbly backflips away from your attack.
>
> Someone parries your attack.
>
> I was silence/blind at the time but ill guarantee you that's arkain.
>
> Anyway, you all know im not a whiner...USUALLY..but as you can see ..a circle taking me from 2673 hp to 749 is a biiiit much. With that kind of damage added to silence=not being able to heal, i, nor anyone who has a holy vuln stands a chance in hell.
no one period can stand a chance in hell against silence, not just evil chars
-
~~@Inimical:~~
> **1\. Fix all characters to have only the skills, spells, and stats they were intended to have.**
>
> Every experienced player of this game knows about this problem, most of us are the beneficiaries of it as well. Players often end up with things they should not have. For example, me. I somehow have a racial max of 22 intelligence and 23 dexterity. According to the help files those should be 20 and 21 respectively. I have a first class alt that has the full spell list of an illusionist. The notorious whipping boy of Sentience, Arkain, is a wizard who has the benefit of silence.:
and i have web… oooo that must mean something.. im not a wiz im a sorc maybe?
-
In response to Arkain's post: I beg to differ. One CAN survive silence. If you have potions and scrolls, high physical skills, and/or have been a bard, you CAN survive silence. I've done this before, though it was a long long time ago- Granted the fight was with a third classer (don't remember who exactly) but I was slienced at the beginning, and I managed to beat him. It took a bit of work, but I beat him. If you go into battle prepared enough, you can beat silence.
-
~~@Arkain:~~
> ~~@Spunky:~~
>
> > This is an exact copy of my last post.
> >
> > vamps really arent all the screwed up if you ask me, the sun thing is a little lame, and the holy damage that they take is insane. I still say remove all the holy aspects from the game until there's something to help balance it. I dont mean to pick on arkain like everyone else, but im not even a vamp and im still gettin owned by that holy crap. Here's a log, enjoy the presentation of insanity…
> >
> > Keep in mind that i had sanc on during this beatdown session..
> >
> > SpuNK! <2673hp 5001sp 3297mv 173
> >
> > Someone's holy fire devastates you.
> >
> > Someone's holy fire MUTILATES you!
> >
> > With amazing agility you swerve someone's attack.
> >
> > You parry someone's attack.
> >
> > You parry someone's attack.
> >
> > You nimbly backflip away from someone's attack.
> >
> > Your slash mauls someone.
> >
> > Your slash mauls someone.
> >
> > Your slash mauls someone.
> >
> > Someone dodges your attack.
> >
> > Your pierce devastates someone.
> >
> > SpuNK! <2673hp 5001sp 3297mv 173
> >
> > Someone circles around behind you.
> >
> > Someone's circle MANGLES you!
> >
> > SpuNK! <746hp 5001sp 3296mv 173
> >
> > Someone's holy fire *** DEMOLISHES *** you!
> >
> > You sure are BLEEDING!
> >
> > You stumble around blindly!
> >
> > Despite your attempts to move, the webs hold you in place.
> >
> > PANIC! You couldn't escape!
> >
> > You parry someone's attack.
> >
> > Someone's holy fire does UNSPEAKABLE things to you!
> >
> > You sure are BLEEDING!
> >
> > You stumble around blindly!
> >
> > Despite your attempts to move, the webs hold you in place.
> >
> > PANIC! You couldn't escape!
> >
> > You parry someone's attack.
> >
> > You nimbly backflip away from someone's attack.
> >
> > With amazing agility you swerve someone's attack.
> >
> > Your slash mauls someone.
> >
> > Your slash decimates someone.
> >
> > Someone parries your attack.
> >
> > Someone nimbly backflips away from your attack.
> >
> > Someone parries your attack.
> >
> > I was silence/blind at the time but ill guarantee you that's arkain.
> >
> > Anyway, you all know im not a whiner...USUALLY..but as you can see ..a circle taking me from 2673 hp to 749 is a biiiit much. With that kind of damage added to silence=not being able to heal, i, nor anyone who has a holy vuln stands a chance in hell.
>
> no one period can stand a chance in hell against silence, not just evil chars
actually you can withstand silence, i beat redraven in pk silenced and blind using bash..but with that kind of damage you cant
-
~~@Elmah:~~
> In response to Arkain's post: I beg to differ. One CAN survive silence. If you have potions and scrolls, high physical skills, and/or have been a bard, you CAN survive silence. I've done this before, though it was a long long time ago- Granted the fight was with a third classer (don't remember who exactly) but I was slienced at the beginning, and I managed to beat him. It took a bit of work, but I beat him. If you go into battle prepared enough, you can beat silence.
For someone who hasnt played the game for a while you think you know everything, you cant even quaff or use a scroll while blind… only chance u have is to quaff a cancellation potion b4 the person blinds you, which is damn near impossible to get it off
-
hrm… the change made pk extreamly boring again, fights last for ever... i think heal needs to be longer so only 1 cast inbetween rounds, but then that would make hard mobs damn near impossible.. so maybe just for pk u can only heal once inbetween rounds or i think have all damage be higher so u cant just sit and spam heal until the other persons mana runs out, its the same way as b4 the changes.. lemme know what you guys think