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Charge

What we are saying is get rid of their ability to successfully laglock someone via charge. Caster/communers aren't meant to be lagged like this, otherwise they're merely sitting ducks. That is why they get protective shield and easy access to flight.

earlier you defended the fact that berserkers cant touch melee at all, now you want to take away their one advantage over casters? I've heard them referred to as the weakest class of all, taking away the most viable race's best perk will only drive them into the ground.

As i respect your opinion, its very hard to see where your coming from sometimes. :confused:

I'm coming from the fact that while berserkers ARE completely underpowered, they shouldn't be forced to pick only one race that can only do one completely and utterly cheap/awful tactic.

I'd rather the power of berserkers stem from their actual skills and their uses. NO class should EVER rely on only one command. We already have warriors for that.

its the only reliable skill berserkers have....

i've seen berserkers with devistation and 103 rage fail to rage 4 times in a row..

ive seeen mastered headbut fail 3 times in a row

ive seen full fights where they spammed haymaker and it NEVER landed...

untill something is done to make up for how unreliable they are, you can start taking stuff away, its rediculous... This wont balance anything. If you cant see that roll a mino zerker and try to kill people without charging at all.

Edit- however i will agree, if they toned up other skills zerks rely on i would say its reasonable to have some sort of timer. but im 100% against taking anything away before the bigger problems with zerkers are fixed.

its the only reliable skill berserkers have....

i've seen berserkers with devistation and 103 rage fail to rage 4 times in a row..

ive seeen mastered headbut fail 3 times in a row

ive seen full fights where they spammed haymaker and it NEVER landed...

untill something is done to make up for how unreliable they are, you can start taking stuff away, its rediculous... This wont balance anything. If you cant see that roll a mino zerker and try to kill people without charging at all.

Edit- however i will agree, if they toned up other skills zerks rely on i would say its reasonable to have some sort of timer. but im 100% against taking anything away before the bigger problems with zerkers are fixed.

Low dex zerks suffer in that department because alot of those skills involve a dex check

Low dex zerks suffer in that department because alot of those skills involve a dex check

heh, minotaurs have what 17 dex?? change that to a strength check since your slamming yor head against someone elses, and haymakers take quite a bit of strength to be effective.....

Actually they do have a strength check. It just screws any race with medium/well rounded stats.

Zerks need a lot, but the Mino charge is overpowered. It is also too much for warriors, bonus round or not.

I want zerks to be stronger, I really do. I just finished one. They could be the coolest class... However, I do not want them to be powerful at the expense of using cheap tactics and ruining the chance for a fair fight.

It's much more reliable than bashing or bodyslamming.

Agreed, at least blademasters have a timer on it. Otherwise theirs too would be a bit too powerful.

Actually they do have a strength check. It just screws any race with medium/well rounded stats.

Zerks need a lot, but the Mino charge is overpowered. It is also too much for warriors, bonus round or not.

I want zerks to be stronger, I really do. I just finished one. They could be the coolest class... However, I do not want them to be powerful at the expense of using cheap tactics and ruining the chance for a fair fight.

so assassinate is fair but charge is op? back/dualback is fair but charge is op? come on now.

the most robbed i've ever felt is dual backstab flee into chestbuster. dead.

so assassinate is fair but charge is op? back/dualback is fair but charge is op? come on now.

the most robbed i've ever felt is dual backstab flee into chestbuster. dead.

Sorry, but that's a terrible comparison. I'm going to stay away from the awful advice of "staying away from these classes" and move onto this. There are ways to fight a thief without getting dual backstabbed, or at least making them try it while you're awake. I haven't been killed by a thief since Rudsvinn, with all them running around, that's not a bad run. But if you're actively fighting a minotaur, there is simply a negligible chance that you will be able to completely avoid getting charged, if that's the tactic that will be used by them. You can avoid/outsmart/outplay thieves. If a thief backstabs you and you flee into a trap, he's played his cards damn right. If you get charged by a mino... it prolly means you just got a mino mad at you...

so assassinate is fair but charge is op? back/dualback is fair but charge is op? come on now.

the most robbed i've ever felt is dual backstab flee into chestbuster. dead.

Assassinate is no where near as easy as "charge " but the comparison is good since they both lead to instant death without chance for much else.

I agree, chestbuster should be looked at. I personally won't use it.

Dual backstab is fair because they can dish lots of damage but then eat it hard in melee.

Also, keep up sanc. Dual backstabs aren't nearly as bad if you have sanc, however they ARE overpowered at low levels. The game is balanced at 50 only.

yes' date=' lets take away the only thing that makes minotaur zerks playable... Minotaurs have no real bonus other than that, their ac is horribly low they only get axes, every other giant race can dual wield any two weapons. He's right if minotaurs lost their charge ability i wouldnt play them at all, ever. That would be like taking shed and trip away from sliths, or autosneak away from drow/elf.[/quote']

Minotaur zerks would not be "unplayable" if you took this away from them.

Minotaur zerks would be unplayable because they are berserkers, and the class itself is for all intents and purposes unplayable. If it requires a supreme, bordering on cheap racial perk to make a class playable... that speaks volumes of the class' balance on the whole.

Sandbox:

I see you have finally found that class you love playing, the way you defend it. Congrats.

yea, i think you all make pretty solid points... and im sure those minotuars would love more dynamic to their combat than charge, flee, charge.

Sandbox:

I see you have finally found that class you love playing, the way you defend it. Congrats.

lol, you and your intuitive wisdom... its not so much the class but the character, i've definately fell in love with it. as far as defending, i just want to make sure we're making the "right" changes. Not that im a pro or anything, just trying to use my experience from other muds and what i've learned to far to help the community the little bit i can.

Not that im a pro or anything' date=' just trying to use my experience from other muds and what i've learned to far to help the community the little bit i can.[/quote']

I for one am thankful. It is always nice to get different perspective from new members to the community. Just remember, in the end, only the Immortals are right.

Just remember' date=' in the end, only the Immortals are right.[/quote']

And here, an opinion can be wrong.

lol.

And here, an opinion can be wrong.

lol.

Maybe if you all didn't have such wrong/bad opinions! Sheesh!

EDIT: This isn't really sarcasm. I genuinely believe a lot of people just have wrong opinions. (When I say wrong I mean bad)

Maybe if you all didn't have such wrong/bad opinions! Sheesh!

EDIT: This isn't really sarcasm. I genuinely believe a lot of people just have wrong opinions. (When I say wrong I mean bad)

and some of us name our toons after battery operated pleasure devices...

Let minotaurs keep the horn charge they have but add the timer that all other charging classes have, then give minotaurs a chance to do anywhere from 25-75% bonus damage and lag.

Now you have a powerful charge that could lead to a lag lock, but doesnt make it as easy as flee/charge.

Let minotaurs keep the horn charge they have but add the timer that all other charging classes have, then give minotaurs a chance to do anywhere from 25-75% bonus damage and lag.

Now you have a powerful charge that could lead to a lag lock, but doesnt make it as easy as flee/charge.

:eek: Are you serious? I've seen a minotaur charge do an *** OBLIT. You want to give that a 25-75% damage bonus!?

Pfft. Let's not add anything else to something that's already very very (in a very cheap way) powerful. Let's just stick to limiting it without eliminating the perk.