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  1. #1
    Community Member Joemama's Avatar
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    Default Easy way to fix W/P without acctaully nerfing it.

    One word, Undead. Just add more undead in the 9-13 lvl quests and maybe some in the 14th lvl ranges. Undead are immune to wounders and all other types of stat damagers, and they take 1/2 dmage from peircing weapons.

  2. #2
    Community Member cm2_supernova's Avatar
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    Ummmh...you mean like Mod 5?

    IIRC that was a monster sucess too...

    Quote Originally Posted by Comfortably View Post
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  3. #3
    Community Member Deadz's Avatar
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    Quote Originally Posted by Joemama View Post
    One word, Undead. Just add more undead in the 9-13 lvl quests and maybe some in the 14th lvl ranges. Undead are immune to wounders and all other types of stat damagers, and they take 1/2 dmage from peircing weapons.
    *SLAP!!!!**

    That was on behalf of all the rogues out there.
    __________________________________________________ _
    My Grandfather once dated Madonna. Right around WWII.

  4. #4
    Community Member Thrudh's Avatar
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    Uggh... hell no...

    delete every w/p weapon in the game before we do another all undead Mod...

  5. #5
    Hero uhgungawa's Avatar
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    Litany was the biggest flop ever. lets not repeat that one
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  6. #6
    Community Member Kintro's Avatar
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    How about just decreasing hitpoints a bit while increasing con? It's ridiculous that, in some high end quests, my barb is better off with a wounder than with greensteel bursting/blasting weapons and stunning blow.
    Southern Tenant Farmers Union - Ghallanda
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  7. #7
    Community Member krud's Avatar
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    I'd say give mobs more fortification, and give rogues enhancements to reduce/bypass fortification. Maybe also have things like fighter critical accuracy also reduce/bypass fortification so fighters also don't lose out.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

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  8. #8
    Community Member Deadz's Avatar
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    Quote Originally Posted by krud View Post
    I'd say give mobs more fortification, and give rogues enhancements to reduce/bypass fortification. Maybe also have things like fighter critical accuracy also reduce/bypass fortification so fighters also don't lose out.
    offtopic: your character names make me giggle every time krud, thanks!
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  9. #9
    Community Member ~Glouscester's Avatar
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    Default WoPs

    How about just altering the mob AI so that the clerics cast single/mass deathward on their friends like our clerics do. Problem solved.

    If I was guarding a dungeon and heard a bunch of heros around the corner wand whipping themselves/talking/tumbling/slaughtering...I would start buffing my friends up.

  10. #10
    Community Member juniorpfactors's Avatar
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    Quote Originally Posted by Joemama View Post
    One word, Undead. Just add more undead in the 9-13 lvl quests and maybe some in the 14th lvl ranges. Undead are immune to wounders and all other types of stat damagers, and they take 1/2 dmage from peircing weapons.
    this may be the worst idea out there,,,, o wait no it isnt.... sorry I didnt notice you meant it in sarcasm


    jro

  11. #11
    Community Member JoeyJoJoJr's Avatar
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    Quote Originally Posted by Glouscester View Post
    How about just altering the mob AI so that the clerics cast single/mass deathward on their friends like our clerics do. Problem solved.

    If I was guarding a dungeon and heard a bunch of heros around the corner wand whipping themselves/talking/tumbling/slaughtering...I would start buffing my friends up.
    heck... even more cleric or healing type mobs.
    a mob who can cast a mass heal would be annoying.
    Riedra(RIP): Joeyjojo(Src16), Joeyjo(Clr16) Joeybot(Brb15/Ftr1), Shabado(Clr16), Shabs(Rng16), Shabadoo(Src15)

  12. #12
    Founder Alavatar's Avatar
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    Quote Originally Posted by krud View Post
    I'd say give mobs more fortification, and give rogues enhancements to reduce/bypass fortification. Maybe also have things like fighter critical accuracy also reduce/bypass fortification so fighters also don't lose out.
    Except, don't on-crit effects go off irregardless of the crit damage? Just like Shocking Burst does a "burst" effect on undead on a critical hit, but you don't get the damage multiplier?

  13. #13
    Hero uhgungawa's Avatar
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    Quote Originally Posted by krud View Post
    I'd say give mobs more fortification, and give rogues enhancements to reduce/bypass fortification. Maybe also have things like fighter critical accuracy also reduce/bypass fortification so fighters also don't lose out.
    So you want to take the cheeze out for most of the classes but not all of them?

    Thanks, I needed the laugh
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  14. #14
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by uhgungawa View Post
    Litany was the biggest flop ever. lets not repeat that one
    I like pretty much all of Mod 5 except the 'raid', and would say Mod 8 was a much, much bigger flop. (SoS reflagging anyone???)
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  15. #15
    Community Member WeaselKing's Avatar
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    How about higher mob AC combined with higher con (same hp)?
    Quote Originally Posted by Milamber69 View Post
    Please forgive my personal attack, I was high on Platypus Venom at the time.

  16. #16
    Community Member krud's Avatar
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    Quote Originally Posted by uhgungawa View Post
    So you want to take the cheeze out for most of the classes but not all of them?

    Thanks, I needed the laugh
    We run around with a ton of fortification and buffed up to the hilt, why not the mobs? However, too much fort and you nerf the heck out of rogues, and to a lesser extent barbarians. There would have to be some way of reducing fortification, these were just a couple of ideas and not meant to be the only way. Use your imagination and come up with something else. How about something like sunder for fortification, a shattermantle effect for fortification?

    I always felt that in some quests the mobs should come prebuffed, just as we are. In some cases you could have us stealthily remove guards to prevent others from coming out all prebuffed.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

    Minimize expectations and you'll never be disappointed

  17. #17
    Hero uhgungawa's Avatar
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    Quote Originally Posted by krud View Post
    I'd say give mobs more fortification, and give rogues enhancements to reduce/bypass fortification. Maybe also have things like fighter critical accuracy also reduce/bypass fortification so fighters also don't lose out.

    Quote Originally Posted by krud View Post
    We run around with a ton of fortification and buffed up to the hilt, why not the mobs? However, too much fort and you nerf the heck out of rogues, and to a lesser extent barbarians. There would have to be some way of reducing fortification, these were just a couple of ideas and not meant to be the only way. Use your imagination and come up with something else. How about something like sunder for fortification, a shattermantle effect for fortification?

    I always felt that in some quests the mobs should come prebuffed, just as we are. In some cases you could have us stealthily remove guards to prevent others from coming out all prebuffed.
    So first it's rogues and fighters, then it's rogues and barbs? Me so confused

    If you want to gives some of the mobs some advantages, then so do it. But don't go "Do it, but not to so and so"

    I really don't care what they do to WoPs, as long as they do it evenly for everyone
    ........................................... I <3 22/7
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  18. #18
    Hero uhgungawa's Avatar
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    I would say a mix of some of the ideas is the best solution.

    Buffed mobs

    Healers that heal them

    Higher con with less HP per con

    Heavy to mod fort on mobs

    Mix and match them so that a variety of methods are used. Not just W/P FTW . WoPs here, DPS there, block and let casters do the dirty work over there, ect.
    ........................................... I <3 22/7
    Sassy, Babbette, Migette, Snip, Phatass, Bimbette, Sassette, Wentch, Duelingbanjo, Jaillbait, Sticki *WARNING* ALL PM'S ARE OPEN TO POSTING *WARNING*
    When asking for buffs, always ask for the Axer Package

  19. #19
    Community Member WeaselKing's Avatar
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    How about making deathward common on mobs. However a clever caster would dispel it for his WoP wielding buddies.
    Quote Originally Posted by Milamber69 View Post
    Please forgive my personal attack, I was high on Platypus Venom at the time.

  20. #20
    Community Member mediocresurgeon's Avatar
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    Note: Deathward does not stop wounding/puncturing and other stat damage. (You only have to fight the first red named skeleton in Litany of the Dead to figure that one out--he wields a weakening vorpal puncturing weapon. Yes, I said (-1 str/nat 20 kills/1d6 con on crit. Deathward only stops the Vorpal effect.)

    Some monsters already have fortification. Example: Harry. Furthermore, this fortification increases with difficulty (For Harry, it's 25%/50%/75%). This is the way it should be implimented--the real badass monsters get heavy fort, most trash does not.

    Some monsters cast Heal on themselves and others. Heal removes ability score damage. Examples: Kobold Shamans in Enter the Kobold. However, because Heal (like any spell) has a cooldown, it is still possible to kill these shamans with wounding/puncturing before they can Heal again (and, yes, it is quicker than DPSing in most cases).

    More undead will bring more grieving from the player base. This is because players do not like to level up their casters/bards/rogues only to find that the highest-level content is immune to all of their cool stuff. Examples: Mod 8 giants.

    If an item is unbalanced (and I'm not saying w/p is unbalanced or not) the game should NEVER fix the problem with changing what kind of monsters it has. It should solve the problem at its source--the unbalanced item. If wounding/puncturing kills quicker than DPS, increase the constitution of the monsters and decrease the hit points of the monsters so that the kill times for a mob are similar. Don't release a mod where the top 1% of player base scares the everyone so much they are willing to screw the other 99% of players along with them.

    The nerfing will continue until morale improves!

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