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 About potions of heal and Cryoban grenades.

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AurumRosario
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 8:41 am

to healing Kits, I see no problem with them besides teh fact that you can use them while in stealth mode. that's bull shit. other then that I see no problem with them. the max heal you can really get is somewhere near 33+10+3+12 at MAX bonuses applied for 58 skill and +10 kits. the maximum heal would be 88 which isn't all that grand for the 400+ HP builds we have floating around. most people don't have that much WIS and don't have epic or regular skill focus, so that's -10-3-10. that lowers the skill itself to near 35. 55 HP isn't really threatening for a flatfooted character.

Heal pots. They are bogus as said before. no one should be able to heal more then a healer class and i agree with the 20d10 heal. Full Heal potions have no right to be used in PvP as said before all they do is bull-shit someone's way back to full HP because they are getting raped because they are against an overwhelming opponent or overwhelming odds.

Cryobans. Spam needs to stop, then there wouldn't be as much grief on this. the only change that is necessary is perhaps reducing the wide variety of saves and set it up on a three tier system. 1st save) Reflex to avoid effect./ 2nd save) Reflex to cut duration by 25%/ and 3rd save) Fortitude to test duration. Just a random Idea I'm putting out there.

Thermal Dets, do not allow evasion to apply, simple as that. how can any living person avoid an incerating burst of pure energy. there is a reason why they are contrabanned. i would also propose a higher craft check on the crafting and make it so no store can sell thermal dets under any circumstances as such would violate imperial law and the shop would be siezed, destroyed, or shut down.
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P0X
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 8:42 am

P0X wrote:
Here's a thought.. Just take them both out? Solved. What's the point in having something around that nobody's going to use once it's useless? Plus, it'll save you time, and you'll be able to go about your business in a quickly manner
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JTR
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 8:59 am

People just go crazy with stuff when they're useful, or powerful. Take the influx of monk/weaponmasters simply because one kicked some ass. Must be about 8-10 of them now. Cryos are just used in the same way really, I don't think they need nerfing.

The last encounter I saw, both sides used them equally as much. One side simply used them better than others. Rogues kinda need that with their low BAB sometimes, especially when demo is a class skill with that and thermals been the only effective nade at level 30.

Healing potions are a bit overpowered, granted.

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Last edited by JTR on Thu Jul 02, 2009 9:03 am; edited 1 time in total
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The Lich King
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:02 am

Just for the record, off topic, I made my monk/wm in beta. And then again when the server was properly released. The only change I made was /from/ katana /to/ quarterstaff. Katana's were too overpowered with that build in my eyes. I was ubar. Just to get that clear.

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ProffessionalPervert
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:04 am

I think that Cryoban grenades should go the way of biological weaponry and be banned with the next Geneva Convention.

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JTR
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:06 am

I wasn't pointing figures.

Just saying, if people can have a near impossible class to beat with 6-8 attacks per round with brilliant AC with a sword when the group is described as the steel -HAND- and focus on hand to hand combat. People should be able to spam grenades too to simply have a chance against them. I know a characters build is player preference but if you take out the only weapon against them, everyone will go that build in desperation to survive the endless PvP.

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The Lich King
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:12 am

In character, I think it's meant to be a mix of armed combat, with the added punch or kick for some added payne!

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AurumRosario
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:14 am

Group PvP has different elements in it. in solo PvP the one who has a better build, is smarter, and has tactics on their side has the advantage. different builds have different uses and so on and so forth. but when a single weapon turns the tide simply because the one using them has epic skill in the use of it makes it unbalancing.

That said, if cryos weren't common, much like thermals aren't, then the ability to spam them would be gone and PvP would be decided more about the side that has the greater variety and better use of tactics. all gear plays into this and so do grenades and all that. It boils down to the fact that people don't like the fact that this one grenade renders any other build helpless unless they take epic reflex feats and get their reflex save at 40+ just to be immune to cryos
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JTR
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:15 am

Quote:
Teräs Käsi, or "steel hand" in Basic, was an unarmed combat discipline.

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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:16 am

AurumRosario wrote:
Group PvP has different elements in it. in solo PvP the one who has a better build, is smarter, and has tactics on their side has the advantage. different builds have different uses and so on and so forth. but when a single weapon turns the tide simply because the one using them has epic skill in the use of it makes it unbalancing.

That said, if cryos weren't common, much like thermals aren't, then the ability to spam them would be gone and PvP would be decided more about the side that has the greater variety and better use of tactics. all gear plays into this and so do grenades and all that. It boils down to the fact that people don't like the fact that this one grenade renders any other build helpless unless they take epic reflex feats and get their reflex save at 40+ just to be immune to cryos


Just increase the price of cyros seems best then.

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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:18 am

A well-built sword+board dex build can match the AC of an AC monk, and vastly exceed his damage output. A monk built for damage can be exceeded in both AC -and- damage by a properly built tank.

Monks are supposed to be the counter for special attacks, like implodes and cryobans. If cryobans are your counter to the thing that is supposed to counter them, something is very very wrong.
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AurumRosario
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:21 am

just gotta say this but..... NWN Monk = Dev bait XD
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The Lich King
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:28 am

Alright, back on topic, maybe give cryoban grenade as an epic feat, and work it like Bounty Hunter missiles. [One per day]

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AurumRosario
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:37 am

defeats the purpose of a grenade. better idea would be to make them rarer like thermal dets. then nerfing wouldn't be needed.

another idea is to shorten the duration. as it is a max skill user at 33+3+12+10 is 58 (higher with more DEX) is pretty much impossible to evade without reflex buffing feats. as it is a sneak-attacker with high AB could kill someone in two rounds in melee. yes I've seen it happen. Dexer based melee sneak attacking with rapier. base hits are around 80 and crits get over 100. two rounds = assured death.

people can recoup that by saying "that's just good use of tactics" but considering no build has the capacity to stand up to that without the mimicing of the attacker's 40+ reflex save by taking reflex feats. Then melee dominancy is apparent.

(goes to sleep after this as it's 2:30)
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P0X
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PostSubject: Re: About potions of heal and Cryoban grenades.   Thu Jul 02, 2009 9:52 am

AurumRosario wrote:
defeats the purpose of a grenade. better idea would be to make them rarer like thermal dets. then nerfing wouldn't be needed.


I like this idea best, would be pretty good if they were just rarer like the thermal detonators.
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