Paralyzation charges

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Moderator: Game Masters

Remove paralyzation charges from the game?

Yes
14
40%
No
21
60%
 
Total votes: 35

Ares

Re: Paralyzation charges

Post by Ares »

I used to run around with a black staff of something and paralyzation so I could equip it when getting robbed. But yeah, I'd rather see them removed and added to scribes or something and of course be super-expensive
Simmo
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Re: Paralyzation charges

Post by Simmo »

Imo thats pretty stupid decision. Making everything super-expensive doesnt help anything. First example is Thunderbone set, clearly its a pvp set. But who uses it at all? But depends on the "super-expensive".
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Zaradon
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Re: Paralyzation charges

Post by Zaradon »

Simmo wrote:"super-expensive".
It's been always like this. Every good thing has a bad thing, so lets say t-bones are expensive due to their "good" effect.

But on the topic, i'd like to see more effects from the raw weapons themself instead of all the darn magic charges.

Selected high end weapons would have unique effects, such as lances have dismounting effect. It's poisonable, drops you off the mount, it can be armamented, deals decent damage.

It's basically the most close combat meelee weapon if you ask me.

What about Halberd and Mauls?
Mauls got nothing, Halberds can be poisoned.

Balance? Ugh.
Darion al'Ferran
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Re: Paralyzation charges

Post by Darion al'Ferran »

No for remove. But nerfing them down to equal with paralyze potions. Having 110 poisoning and paralyze potions arent as good as that shit.
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Vaux27
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Re: Paralyzation charges

Post by Vaux27 »

No, keep them. I rarely see them anyway.

We need para wands. :twisted:
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Zaradon
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Re: Paralyzation charges

Post by Zaradon »

Im all up for removing them from lootgroups and boosting the merchants.
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Tyrion
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Re: Paralyzation charges

Post by Tyrion »

Aileth wrote:Paralyze provided by poisoning should be limited to the holder of the skill. Other than that I see no need to remove them.
Boris wrote:Just to make this clear, not referring to paralyze provided by poisoning - but paralyze charges in magical weaponry.

- Boris
This is VERY MUCH a discussion about the poisoning skill. Aileth struck at the jugular. The weapons found are far and few between + can be countered. 20 + mofo's w/ paralyze poisoned weapons, which BTW: ranging in poisoning skill (individually) from 30 - 80 while targeting same persons tootsie, is a bit more OP then the rarity of weapons found in the wild. I also agree with providing the items for merchants, possibly as a heighten based bonus.
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Palma
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Re: Paralyzation charges

Post by Palma »

There's nothing wrong with OP items as long as they are available to everyone. Removing them is not fixing balance.
Imo
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Boris
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Re: Paralyzation charges

Post by Boris »

Palma wrote:There's nothing wrong with OP items as long as they are available to everyone. Removing them is not fixing balance.
Imo
Not completely true. The same thing happened to magic reflection charges and removing those from the game made a big difference balance-wise.

- Boris
Leather armor is best for sneaking, because it's literally made from hide.
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Palma
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Re: Paralyzation charges

Post by Palma »

The reason reflect charges was OP, was because caster pokemons were removed a long time ago, reflect potions were made hard and spells were changed to take gazillions of time to cast. That's why it made no sense and was a good step towards balance.

If there was a way to make paralyze charges infinite and/or restricted to someone, now that would be unbalanced.

Also, making it merchant made is also unbalance as then people will make it to themselves and their friends.
That'd be worst than 3D!

If you make a Sword like, "Sword of kill", that instantly kills on hit but has like 1 use or limited uses. That's not unbalance, it's fun! Would boost the economy as people will sell it high, would make people hunt more to find them, etc. And let's say you place it in Deceit at the Void with a quest very hard to do or something. Would make robbers patrol that area more, pvp, thrill, prices, etc.

Stuff like that causes no unbalance and should be enforced imo. Solitude and red damage does, as it's restricted to a hand few, infinite and practically free.
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