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  1. M

    [0.10] Constant Damage Scaling

    No, my argument is that because casters are built that way, the game already conforms to that style of play. A previous poster suggested that I was trying to introduce a new style of play. I firmly disagree. Also, fighters also conform to that standard, just with less variation. As you...
  2. M

    Benchmarks for Rules Analysis

    Having read hundreds (maybe thousands) of posts on this board, I've noticed that almost every has different benchmarks for how they analyze the rules. I am not talking different play styles. I am talking different scenarios that people consider as their default scenario for rules analysis...
  3. M

    [0.10] Constant Damage Scaling

    I can't understand how we are calling this a shift in the culture when what I described is literally how every single caster already works right now. Every resource of a caster is a daily resource. They literally always have the option to play over or under their average in any given fight...
  4. M

    [0.10] Constant Damage Scaling

    I never said any of that. Of course some battles are more important than others. Those types of battles literally represent the ends of the bell curve I mentioned. Those are the types of battles where you know everyone (or almost everyone) will be fighting beyond their average power level...
  5. M

    [0.10] Constant Damage Scaling

    As someone who has scaled for combat for years, I can confidently say that I don't need to "figure out what is coming." This is a roughly 20th level character (based on 50 crits + 12 disarms + handful of powerful blows). Sure, in the course of a single battle you can well surpass the average...
  6. M

    [.10] Design Philosophy for Class Function and Balance

    Skills are supposed to support OOG skill and prop up a lack of OOG skill. Proficiencies are a great example. If OOG I am a terrible fighter and you are a great fighter, but I have more proficiencies, I still have a reasonable chance to win because I need to hit you fewer times than you need to...
  7. M

    [0.10] Riposte, Shatter, Stun Limb & Disarm

    What are you calling set? Because I can't figure out what you are referring to when you say that a set costs 20 levels (200) of build. -MS
  8. M

    [0.10] Riposte, Shatter, Stun Limb & Disarm

    At some point, in a previous iteration of the playtest, one of the owners or ARC members said that the intention was that they could not be combined. However, I have no way of knowing if that was an incorrect statement, that has changed in the most recent build, or if the 2.0 builder simply...
  9. M

    [0.10] Constant Damage Scaling

    I know I am quoting the wrong message, but the other one is long and would require a lot more work to quote usefully. Magic Key used to exist as a spell. It was level 4 or 5 if I remember correctly. It was removed specifically because it completely negated the value of an entire skill. The...
  10. M

    .10 - Unintended Consequences of Targeting Rules

    I made my suggestion earlier in this thread and I stand by it. I think optional "Prepare to Die" that alters hit check from weapon rules to packet rules would solve the problem neatly, simply, and in a way that balanced the skill. -MS
  11. M

    v0.10 Simplicity (With Poll)

    Yeah. They are now the unholy combination of 10 minute and concentration. That is an unpleasant change that I missed at some point. -MS
  12. M

    v0.10 Simplicity (With Poll)

    Since when do Sanctuary and Fortress have timers? I thought they simply lasted until you stopped doing the appropriate hand sign. -MS
  13. M

    .10 - Unintended Consequences of Targeting Rules

    Optional calls already exist. I throw a Wither Limb without any clarification, in which case you choose the limb. I can optionally specify and Wither your arm, which still gives you some option. I can be extremely specific and Wither your left arm. The same is true for Shatter or Disarm (in...
  14. M

    v0.10 Simplicity (With Poll)

    Of course he is. But he should try to avoid phrasing his opinions like snide comments. Heck, we all should, but as someone in a leadership position, he has an extra responsibility to present a good example. -MS
  15. M

    v0.10 Simplicity (With Poll)

    That last part (eliminating timers longer than a minute) makes resurrections much more likely (5 minute timer to get a life spell). I think I said something similar elsewhere, but I don't mind 10-minute timers when a person is completely disabled (Sleep, Paralysis, etc.), because you have...
  16. M

    v0.10 Simplicity (With Poll)

    I don't want to be too pointed about this, because we are all human and our emotions sometimes get the best of us, but I don't think the Playtest Community Manager should be making comments this vitriolic on the public boards. I sorta expect you to portray a little more neutral attitude in your...
  17. M

    .10 - Unintended Consequences of Targeting Rules

    I agree with Muir's concerns and some of the other concerns I have seen posted in other threads. Targeting is weird with Shatter / Disarm. I think a possibly elegant solution (that should makes for an interesting compromise) is make "Prepare to Die" an optional part of fighter strikes. If you...
  18. M

    v0.10 Simplicity (With Poll)

    I just don't see that being true. Shatter and Disarm already exist in a form that insanely easy to use against shields (spell packets). And those two spells are pretty much the best option at 3rd level for celestial casters, so they are already pretty darn common. Despite this, shields are...
  19. M

    v0.10 Simplicity (With Poll)

    These questions are kind of silly. All but the second are pretty much open-ended questions that don't have a definitive answer. For example, for the first one, not enough information is provided. If you have bought Resolute x6, you have spent at least 150 XP in fighter skills. But you might...
  20. M

    v0.10 Simplicity (With Poll)

    Net gain... and I don't think it is even close. Over two decades, one of the most common difficulties I have seen for new players is figuring out how much damage a spell did or cured. Now that number is stated out loud as part of the incantation. This should minimize confusion for new players...
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