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    Soth

    @Soth

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    Posts made by Soth

    • Curse/Disease/Poison effects
      Since we're revamping everything, this could add some flavor and variety.

      Curses, poisons, and diseases....rather than have them add the same stale, static effect (such as negative AC by 20, booooring), we could have it apply one (or more) effect from a list.

      Example, curses:

      Curse of Ineptitude: lower target max mana by 10%, or decrease intellect.
      Klothiu's Litany: lower hit roll, damage roll, strength and dexterity by 5%
      Curse of Luck: Increased % of negative effects from spells like Color Spray, Dispel magic, etc taking effect when cast


      Could do the same thing for poisons and diseases...not wanting to supplant Sith toxin for poisons and so forth, but something that adds a variety of possible effects so that it's not the same old, same old.
      posted in Ideas
      Soth
    • Disarm as a weapon effect
      It's already a skill, but what about limited use on weapons.

      Consider something like a parrying dagger, or a jitte, with this as skill on it. the question of whether or not it should bypass death grip might be worth a discussion...such as it only disarm for the remainder of the current round, and so on.

      Or not. :)
      posted in Suggestions and Ideas
      Soth
    • RE: Request: OPEN UP AGAIN!
      Well, you guys CAN log in…but there's work to do. :) Let's go.
      posted in Ideas
      Soth
    • RE: <3
      Well, looks like we're getting the band back together…..after a rather long hiatus. Let's see how many people we can find and get them back here. Gogogogogogo
      posted in Discussion/OOC
      Soth
    • RE: Wow
      hmmm… looks like a good board, like the design. figured i'd spirit in real fast and look around. Going back to WoW...anyone there, CoP's alive and well ;) if you look around, you'll find us..Sirrus and Sara and Bexley have. Old friends welcome. prolly wont check back here for another 2 years, so.... l8rz Soth
      posted in Discussion/OOC
      Soth
    • RE: Sith power down
      Riane, i couldnt have said it better myself :)
      posted in Suggestions Archive
      Soth
    • RE: Warpaint skill
      as far as what the helpfiles say, thats fine. i got my information directly from the person who created it, which is fine by me. Just from observation though (having been around when the remort system was implemented), i havent seen some huge difference between warlords and destroyers which makes it completely unbalanced. The fact the 2 classes are supposed to be completely different anyway (in my eyes) justifies whatever skills they have and dont have. By the things said about it already (warlord having "helper skills" for instance)…thats what their skills do. Destroyers, on the other hand...destroy. We dont get helper skills. So we lose the ability to lend extra help to a formation or whatever, but are more aggressive and destructive in combat. Wow. Two classes that do pretty much what you're saying they do. Trying to balance classes so that everyone has something that cancels out something someone else has just seems silly, and completely defeats the point of choosing any class other than a predetermined set. Like, the bards music skill obviously needs something. spellcasting can be interrupted by bash, so if i slam into someone playing a musical instrument, i doubt they'd keep playing the song. And since i dont post that often, i think behead being at 10% isnt terrible. sucks to be on the receiving end, but i wasnt aware it kicked in at 900 hp for ya myth? wouldnt it be like 500? i'm just guessing bc i cant see your screen, but i dont want the skill to be overpowered like that. if someone had me at 400 hp, the likelyhood of me winning, esp if they still had thousands of hp, would be small anyway...but its worth looking at if its kicking in at like 20% and not 10%. as far as making it a manual skill, that just sucks all around and without a solid reason to do so, i'd say let it be. As far as something being overpowered, there are shitloads of things in the game which need attention. Druids (tree hugging hippies) having a powerful magical force called enchant weapon/armor being one of them. Powerful mages do such things, not someone who sits around in the woods and talks to rabbits all day. If nothing else, something like alchemist makes sense to have them, as alchemists create magical things (potions and scrolls currently) but would make more sense than druid, by far. I dont think that all classes should be able to cancel each other out then, bc you completely destroy the variety created by even going those things in the first place. If you want an aggressive character, choose marauder/destroyer...a questing character, go either paladin or gladiator and go crusader. gladiators have the choice of going destroyer as well, so the fact that if someone thinks they are overpowered bc they didnt go that class and are getting their ass handed to them...well, then thats just class choice and is a personal decision...not a game mechanics issue. its like going sorcerer for the web/silence combo, which is decidedly pk. if you're less into pk, you can go wizard...necromancer has spells like kill which at times is a viable (but difficult) pk option. that extends to the thief class (rogues dont get slit, assassins dont get steal or pick lock, ect) and so on....it all boils down to the type of character you want to create. whining bc you want a "helper character" and didnt get the other things destroyers did, and trying to limit them bc of it, is selfish and counterproductive. My suggestions would be to start over and redo the classes, thereby giving yourselves the options to do the things you want and not feel bad about it later. And that, as they say, is that.
      posted in Suggestions Archive
      Soth
    • RE: Warpaint skill
      ok…lets clarify a few things.. first and foremost, its W A R L O R D. with that out of the way....apparently, you've never read the help file for warlords or used their skills. two of the most devestating pk options in the game, weave and pursuit, belong to warlords (and warlady's for stareve's sake). since you apparently dont know, weave allows you to attack another target in pk...which is awesome, since you can never change your target without it unless you flee and come back. that means, you can pick off the weaker people in combat (which is a sweet tactic for formations in cpk). Pursuit is likewise just as devestating, bc it follows a person when they flee from combat (which is always a good thing esp since if they are running, its most likely because they are going to die). if you also look, the 1.5x things being discussed only kick in if you were the applicable class (like, 1.5x parry if you were a gladiator), where a warlord has no class requirements for any of the skills and spells they receive (which, btw....destroyers dont get spells either). On a second note, as it was explained to me by syn, warcry doesnt give you a 1.5x damage enhancement and 1.5x defense chance...it gets between 20 and 40 percent increase...which is much less than you're claiming. All in all, the balance of the two classes has already been tested and pointed out that atm, it is rather fair. both have a good use, both have unique skills and neither seems terribly overpowered. So, i'll leave it at that and continue on about my merry way.
      posted in Suggestions Archive
      Soth
    • RE: Affects of pk changes
      actually, arkain…if you want me to, i'll expound on it, but not like you really know anything anyway. yes, titan is overpowered...we've been there, done that, dont need to go over it for the 1000001 time i think drow is kinda strong...extra defense, boosted mana..but they also have their drawbacks which make them beatable and tolerable. i personally think lich gets boned over, hard. for a magical race that is supposed to have magic bonuses (see the ingame help file) they dont get them. they dont get the mana regen like they should, as in dwarven hp regen...if lich got mana regen like dwarves get hp, then it would be really nice. plus their blunt vuln is halfass crazy, since anything with a weapon is pretty much blunt damage, and for having a crazy amount of h2h extra damage attacks, they rarely fire off and my alt at level 84 does like 86 damage barehanded..and that for a race thats supposed to be stronger that slayer for h2h. arkain, everyone is beatable. but even you have admitted to having unfair advantages. if you site one person who can kill you as evidence that its really that fair...well, thats just weak evidence :P and cant you just for once, not quote a whole page of crap for a one sentence repsonse? damn man, get some short term memory :P
      posted in Adjustments Archive
      Soth
    • RE: Affects of pk changes
      imma skip flaming you arkanus, since you never have anything intelligent to input on something thats being discussed. when you have something useful to say, get your parole officer to let you make a statement and come back. ;) woops, guess i didnt skip it afterall :P honestly tho, i said nothing about "o, woe is me, arkain has my stuff, its not fair". welcome to the bigger picture, where ppl having eq thats twice as good as everyone else in the game is *unbalanced*, dumbass. How is it fair for anyone to compete on the same level as someone who cant match their eq and weapons? doesnt matter if its me, or anyone else, its still kinda lopsided that way, and really just kinda makes shit lame. and you're only whining bc if you lose it and shit goes back to how it was, you'd be right back where you belong…on the bottom of the fucking barrel. and whoever the guest was...well put. the sad reality, actually of all of this, is that the likelyhood of it changing to match something fair, is remote and faroff at best. shrug. back to idling. Soth
      posted in Adjustments Archive
      Soth