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City of Arabel
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Chips

@Chips

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Joined 16 Mar 2015, 18:13
Last Online 3 Mar 2021, 01:26
Location Canada

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Latest posts made by Chips

  • RE: Sorcerers

    Sorcerers struggle with variability/adaptability, at low levels they don't have enough spells known to really cover their bases and adapt to situations.

    Their point of struggle is that because they can't choose the best spell for that particular situation, their spells are less impactful than a wizards, the spell is still useful but not ideal. They make up for it by spamming the less efficient spell enough times to make up the difference.

    A way to capitalize on the sorcerers strengths and uniqueness would be multi spell synergy. The ability to combine a multitude of spells together in order to create a special effect, this is something wizards can't afford to do because every single spell they cast needs to count for as much as it can. They can't afford to combine too many things together in order to get a desired result.

    Lumomancer and Shadow adept accomplished this back in v4 (especially Lumomancer), what was most fun about the class wasn't how broken the two spells that broke the kit was, but rather how much synergy its spells had with each-other, made the class feel different.


    As for suggestions for kits?
    I suggest we look into giving each sorcerer bloodline a power that functions similar to Fallow Staves, an infinitely spammable item with a minor effect that scales a little bit with caster level, who's effect varies based on what you're using it on (use on self to get a buff with a cooldown, use on floor to get an aoe effect, use on person to have a targeted effect, use on door or object to have a utility effect)
    This capitalizes on what sorcerers are all about, weak but adaptable effect that makes up the difference in potency with quantity or with the fact that you can combo multiple things together in order to get a better result.

    posted in Implemented/Closed Suggestions
    C
    Chips
    4 Dec 2019, 07:37
  • RE: Retribution domain

    Known bug, was reported back in v4, never got fixed.

    Spiffy and I were discussing whether to replace it with a different perk or going through the trouble of fixing it.

    posted in Closed Bugs
    C
    Chips
    16 Oct 2019, 21:42
  • RE: Fey have DR

    I don't recall many fey having DR in V5, but I do recall something about needing cold iron to hurt fey. So maybe they should have been having DR all this time but didn't?

    posted in Closed Bugs
    C
    Chips
    14 Oct 2019, 23:21
  • RE: Infested House: Wil-o-Wisp spawns

    I haven't seen that problem again since yeah.

    posted in Closed Bugs
    C
    Chips
    14 Oct 2019, 09:53
  • RE: Darkfire elements

    In conclusion, Mortui is Toxic AF

    posted in Closed Bugs
    C
    Chips
    14 Oct 2019, 09:30
  • RE: Healing for fighters that doesn't break expertiese.

    @Echo said in Healing for fighters that doesn't break expertiese.:

    @CitizenBane said in Healing for fighters that doesn't break expertiese.:

    FIRST question you need to ask yourself is: Do you WANT to make healing break expertise, yes or no?
    If not, then the answer is to make damn sure you have a pocket healer you trust.
    If you do, then you make an item that works like that.
    Please, for the love of all that is holy, do not complicate this to the point where if you want to alter it in the future, it will be impossible because it'll be a clusterfuck of a network with 30 interworking wheels.

    +1

    +2

    Expertise was always meant to be an oh shit button, if healing items are designed to work with expertise. It stops being an oh shit button or trump card, and instead becomes a playstyle.

    • Monsters shouldn't be balanced around oh shit buttons and trump cards, because not everyone has the same oh shit buttons..

    • Monsters should be balanced around playstyles.

      • If a monster is balanced around the idea that people have +10 ac, then people can no longer tank without taking those two feats and having 13 intelligence. This isn't good for classes that can't afford to do that.
    posted in Implemented/Closed Suggestions
    C
    Chips
    14 Oct 2019, 09:15
  • RE: Infested House: Wil-o-Wisp spawns

    It wasn't, since this happened to more than one person, there was no rp, and all it accomplished was instagibbing pc's that stood absolutely no chance against the spawn. There was also no reward for surviving it.
    I don't think Combust is that cruel.

    posted in Closed Bugs
    C
    Chips
    14 Oct 2019, 09:09
  • RE: Blank scrolls for sale please?

    My idea to represent that. The gold cost that comes with scribing a scroll, is supposed to represent supplies needed to do it. "Special magic ink and whatnot"

    If the Tower is the authority on magic, they might get a discount on stuff like magic ink, or maybe their members get an "ink budget" given to them as part of their pay.

    Instead of making the cost of buying blank scrolls more or less expensive, or making it so only they can buy it. Maybe making it so the cost of actually scribing a scroll is less expensive for them would be an idea? Downside is we'd need to modify vanilla scribe scroll a bit.

    posted in Implemented/Closed Suggestions
    C
    Chips
    13 Oct 2019, 08:49
  • RE: Blank scrolls for sale please?

    I thought scrolls were meant to be dirt cheap (1 gold) and the cost actually came from scribing scrolls. Not buying the paper.

    posted in Implemented/Closed Suggestions
    C
    Chips
    13 Oct 2019, 07:11
  • RE: Healing for fighters that doesn't break expertiese.

    The server's experimented with Fighter specific discipline stones, which healed for more than potions and cost less on average. It was tested with it not breaking stances, and with it breaking stances. Then Martial Stones were introduced for all martial classes that can neither UMD nor use wands. With martial stones, a level scaling was introduced rather than a skill based scaling.

    After testing 4 different variations of fighter and martial class specific healing. It was pretty much concluded that if you could maintain stances while using affordable (and powerful healing) Tanks were way waaaaaaay too tough to deal with.

    Think of it this way, with enough hp, AC, and powerful healing. If a dm wants to make you feel challenged on an event, they're going to have to introduce more "Save or die" mechanics, because those'll be the only viable methods remaining to deal with your turtleshell defense.

    No one finds dying to "save or lose" mechanics fun. If healing breaks stances, you have to be more tactical about when/where you heal, tanking doesn't just become "get imp expertise and a lot of constitution, done"

    posted in Implemented/Closed Suggestions
    C
    Chips
    13 Oct 2019, 07:08