This is what I pretty much had in mind. And I think it will start breaking those balls up since there are chars who can penetrate that wall of veritas.Boris wrote:From what I understand from Kerbal's original post, this is about survivability - not really what PvP is or should be.
In case of Knights, even a damage reduce of -40% makes a difference. In case of max. STR + jewerly + bless, they should have their STR around 180(+). So if 4x Veritas was enough before, it'll take 7x in the future. This gives Knights more space and time to hit even once before falling back.
- Boris
Veritas, hang in there!
Moderator: Game Masters
Re: Veritas, hang in there!
Re: Veritas, hang in there!
180 with 40p fortuno or hpbless only, approx 175ish other than that. Which yeh, imo is decent.Boris wrote:From what I understand from Kerbal's original post, this is about survivability - not really what PvP is or should be.
In case of Knights, even a damage reduce of -40% makes a difference. In case of max. STR + jewerly + bless, they should have their STR around 180(+). So if 4x Veritas was enough before, it'll take 7x in the future. This gives Knights more space and time to hit even once before falling back.
- Boris
An yeh every little helps, as currently due to veritas and malleus/kneeing pvp for a knight/ranger is boring as hell. Get it implemented
Re: Veritas, hang in there!
Some stuff that should be discussed before advacing.
- 1) Knights in Tekstone and Law
- Knights in Nature and Imperial do not have a direct attack rite, while Knights in Tekstone and Law do. Should we boost the casting requirements of Malleus and Keening, so all Knights are in the same position?
2) Rangers
- It's understanable for Knights to recieve this gain as they're limited to physical attacking, but Rangers can keep a range and shoot with arrows a screen away. Should they still recieve the same gain?
3) Monks
- Should Monks recieve a small gain as well? They have less HP than Knights and Rangers, and are very vulnerable to rites - but on the other hand, they're also considered as the source to rite spamming, just like Priests.
Leather armor is best for sneaking, because it's literally made from hide.
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Re: Veritas, hang in there!
Lol, imagine the whine from teks if you nerf their best rite.. oh waitBoris wrote: 1) Knights in Tekstone and Law
- Knights in Nature and Imperial do not have a direct attack rite, while Knights in Tekstone and Law do. Should we boost the casting requirements of Malleus and Keening, so all Knights are in the same position?
I whine, therefore I am
Re: Veritas, hang in there!
1.) Not sure what mana cost for malleus/keening but if anything, I think the cost should be raised slightly to discourage excessive use by knights.
2.) Rangers can't really use bows in PvP, or at least I haven't heard of a single person doing this effectively.
3.) Screw monks and their dirty walls.
2.) Rangers can't really use bows in PvP, or at least I haven't heard of a single person doing this effectively.
3.) Screw monks and their dirty walls.
Re: Veritas, hang in there!
It doesn't nerf the rite, it simply blocks the use from Knights and Rangers - so they're in the same position with Knights of Imperial and Nature, who can't Veritas either.Talerco Pious wrote:Lol, imagine the whine from teks if you nerf their best rite.. oh wait
Add more mana cost and it affects every class. That's a no go.xHarlequinx wrote:1.) Not sure what mana cost for malleus/keening but if anything, I think the cost should be raised slightly to discourage excessive use by knights.
- Boris
Leather armor is best for sneaking, because it's literally made from hide.
- Darian Darkmind
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Re: Veritas, hang in there!
I don't really mind one way or another, I just find it amusing that you're using this kind of logic while there is one religion missing veritas. I mean it's the right way of thinking while trying to aim for universal balance... I just wish you extended it to all unbalanced and unfair matters.Boris wrote:Knights in Tekstone and Law
- Knights in Nature and Imperial do not have a direct attack rite, while Knights in Tekstone and Law do. Should we boost the casting requirements of Malleus and Keening, so all Knights are in the same position?
Re: Veritas, hang in there!
I dont think that malleus is effective enough for Knight/Ranger for it to require nerfing. With 65 med and 30 piety you still do fail quite alot and the damage is nothing like that of a priest, plus there is less mana availiable.
Re: Veritas, hang in there!
30-40p damage of malleus/kneeing is decent enough imo, the success rate isn't reliable enough though
Re: Veritas, hang in there!
I'm just bringing the issues up beforehand. We discuss these things now and not 2 months later combined with whine.
I don't personally see Malleus/Keening a problem with Knights/Rangers. As mentioned above, it's not as effective with Knights/Rangers as with Monks/Priests. Mainly due to failrate.
- Boris
I don't personally see Malleus/Keening a problem with Knights/Rangers. As mentioned above, it's not as effective with Knights/Rangers as with Monks/Priests. Mainly due to failrate.
- Boris
Leather armor is best for sneaking, because it's literally made from hide.