Posted by Carney on 08/28
I hate to sound like a whiner, but this bothers me, quite a bit. I've liv
I hate to sound like a whiner, but this bothers me, quite a bit. I've
existed for the past 3 years as a fairly worthless character, not being
able to really do much of anything. At my time of creation, str/create
sounded fun and exciting. We had things like flaming swords and roots
that healed and strength did damage. Now I'm lucky to pulverize with
44 damroll, the flaming sword was made worthless like so many other spells
and roots were obviously toned down an incredible amount, so much so that
I can't even heal mana because I have to starve to be able to heal a max
of 500 hp, average of 250.
But I've persavered. I've continued playing, minimally, sometimes in
spurts with a character that the system obviously frowns upon. But today
I log on to find out that my last holdout, my last advantage, homunculi,
have also been sticken from me. Now I get 28 hp charmies who's only real
use it to carry something a very short distance due to their mv healing
and the fact that its too much work to even conceive moving many of them
across any body of water. Just use dopples you say? Good answer! Un-
fortunately, my dopple has a whopping 426 hp and dies in about 5-6 rounds
against any mob of average difficulty. Not only that, many mobs aren't
even able to be tanked by my dopple due to the fact they can see illusions
thus rendering him worthless. I suppose I could use elementals, they
cost a whopping 150 mana and yield me an 180 hp tank that dies in about 3
rounds and maybe does 30 damage in that time, if I'm lucky. So my final
helper, the one that can save me, right? No, he's a demon who averages
about 450 hp and costs a staggering 200 mana to create.
I just don't see the point of being create anymore. With the removal of
homo's, I truely believe cause is now far ahead in the charmy race. With
infinate time limits, 500 guarenteed hp and plenty of easy mobs to kill
to make one, I can no longer say yea, creates are awesome cuz they get the
best charmies. I guess we can make food, our fly lasts longer and we can
preserve that chalice every mage is now dependant on. But we can't heal
half as well as a cause, hp or mana due to the fact we have to starve, we
can't do damage with our spells because thats not in our nature, we can't
tank a mob again because healing is so dreadfully long its not even worth
it. So I ask you, instead of bitching and complaining that I'm worthless,
what exactly can or should I do? Should I spend an hour making 4
elementals and a demon only to watch them be crushed by jim southland in
2 minutes without even getting him to covered in blood? Should I attempt
to tank myself with my 426 hp and -66 ac? I really just don't know. I
feel more helpless with this character then I have ever felt with any
character I've ever had. At least my other create mage can kick and flee.
I can't even do that.
And so yet again, I ask you. Append with your replies. Bitch at me for
whining or whatever if you want, I could care less. I feel like there is
absolutly no reason to even be create anymore other then to be there so
the causes have someone to preserve for them. Thanks for reading this
quite long post, I didn't mean to go on so long. I appreciate your
patience and look forward to the intellegent appends I'm sure will be
posted.
-Carney, the create mage as a crossroads he certainly didn't create...
From: Tempus
Saturday, August 25 2001, 02:15AM
at least you get helpers....when is that recruit skill going
in for fighters? -poke-
From: Lancelot
Saturday, August 25 2001, 02:48AM
Well I feel create sucks at 3rd circle level.
Most of the usefull spells creates have are in 2nd circle
light, roots, preserve
From: Infernal
Saturday, August 25 2001, 02:51AM
Well i feel the same way as you Carney.
chant vina vant dyn ex create 3rd circle blows major chunks.
Im strength as well and I have a kick ass 418hps
Im waiting on the changes to roots to see if im going to the
archives or not. But I do hope the change is for
3rd circle only. I have some ideas that I think would help creates
unlock north
open north
n
close south
lock south
a bit.
damn thats 2 times already.
Please make greater charmies non-poof, I dont understand why they poof any
way. Flamestrike up the damage a bit so we have at least one spell
Let us control the weather so we can make our lightning bolt spell do dama
mge if you dont wanna up flamestrike.
Detect illusion please make this non-castable.
errr non-combat castable I mean
roots well I have too see the changes to it before I say anything else
Give us create scroll spell, so we can make moldys and new scrolls etc etc
Create potion spell, can make it so we need to get a item then cast the
spell to make a scroll or potion.
Dunno these are just a few things I would like to see
but I would also like imm imput to see if these are even considerable
dunno creates just need help badly so
anyway nuff said
From: Chaykin
Saturday, August 25 2001, 03:01AM
I don't see what the problem is with creates, personally. I have a 3c
create mage, and he does pretty well. His gsummons average 550 hps with a
range of anywhere from 450-620, and he gets ultimate control a fair
amount. His damage spells do decent damage, and when I'm not outside to
use lightning, or over water to use frost bolt (which does even more
damage than lightning bolt in my experience) both flamestrike and etheric
void are useful, the latter especially in pk.
The tradeoff? He has 100 mind. It seems like there is a big dropoff in
spell effects between 90 and 100, based on reports from other creates.
Perhaps this dropoff should be eased up on a bit, but on the other hand,
if you don't sacrifice the mind, you can't expect to get great results.
Yes create roots are a problem, but supposedly the imms are testing a fix
for it which we will hopefully see soon. I think making detect illusion
non-castable in combat, as Infernal suggested, is fair and a good idea.
Chay
From: Nanna
Saturday, August 25 2001, 06:18AM
Funny, I think Create still has all the advantages. So what that you have
And the downgrading of the homunculi isn't that bad since noone uses them
anyway.
Create has the big advantage that they can have charmies without having to
some thing first.
Just what I think -shrug-
-Nanna
From: Sammael
Saturday, August 25 2001, 12:08PM
charmies that cost equal or more mana and have equal or less hp...
From: Dashiva
Saturday, August 25 2001, 01:05PM
first of all, nanna, yes we use homouns, just ask tobias or
soze the amount of abuse they get put thru, they are an
essantial to any create who wants to beat up something large
2nd, infernals create scrolls idea Ive already asked about, and
its gonna be a skilltree skill, (dont laugh)
3rd, the problem here is you all want to take away from something
why not leave roots alone, and make a 3c healing spell, roots is fine,
From: Aurelius
Saturday, August 25 2001, 01:07PM
s
s
s
nanna
its very very very not true
Homunculi are the cornerstones for 3c create mages...
Many very experienced 3c create mages will tell you that
homunculi are one of the most important, if not, THE most
important spell for a 3c create mage (non-pkwise)
From: Muad'Dib
Saturday, August 25 2001, 06:42PM
>Homunculi are the cornerstones for 3c create mages...
which it should not be?
porter hardly means tank, does it?
There exists no separation between gods and men
one blends softly casual into the other.
-- Paul Muad'Dib, Usul of Tabr
From: Chanel
Saturday, August 25 2001, 11:55PM
saying create's don't need Homunculi is like saying
snipers don't need backstab.
Homunculi are, well were, awesome because they are
very cheap, and there isn't a limit that you can
have, that I've found, and I've had 90+ at one time,
soloing Cuch.
"Porters are not tanks" -this is the stupidest thing
I've ever heard. All charmies are tanks, we spend mana
to not get hit, or at least to try to avoid it.
They've taken creates ability to have two greater summons,
they've downtoned roots, frost bolt doesn't compare to watery death,
Homunculi suck now. Lightning bolt is weather, and area dependant,
flamestrike doesn't compare to immolate, ever try earthquake? -laugh-
walls are destroyed with a 15 mana spell any halfmage can cast.
but hey, we have waterwalk, and create eq we'll obviously never use!
-Chanel
From: Maida
Sunday, August 26 2001, 03:14AM
Umm, me been testing the new poopies and well... This change is a bit
odd!
It seems mostly to hurt day to day squishings for creates (those that
want to accumulate oodles and oodles of xp from poopies) but it
doesn't really hurt huge mob squishings all that much, IF you got
the dex to run away. In fact, in some cases, it perversely makes it
better.
However! It really hurts the creates who dunna have the dex to
run away. Cause now ifn they use poopies every round is a chance
to have the mobbie retarget at them, which is pretty icky ifn you
got no hps and canna flee.
The problems wif using elementals (ellies) and demonwhatever things
Sammael's already summed up quite well so I willna go into them
again.
For the day to day squishings, the creates it hurts are those with
low con/dex. Which is prolly basically as Sammael said - str/mind,
which is a bit of a pity, because str/mind without dex DOES take some
attention to play.
What I'd reallyreally like to see is the hps of greater ellies
revised so that instead of the current formula of hp/2 x mind/100 =
hp of a greater ellie a 50, we use instead, mana/2 x mind/100 =
hp of a greater elly at 50.
That would at least give str/mind and dex/mind creates elementals
that are worth _something_ as tanks. If you wanna big tank, get
more mind. Seems reasonable. The way it is now...if you want
a big set of tanking elementals, get more mind...and become
tougher (con)? It's weird!
Would also veryvery much like to see c3 cause charmies follow
either the current formula that determines greater elemental hps,
(your hp/2 x mind/100 = hp of charmy) or at least follow the
second one that I suggested for the elementals.
It's ridiculous and annoying that a c3 cause with all its
extra damage spells, effectively 10 extra stats, better ac, etc,
should now also have better tanks, for the minimum stats.
60Mind and meeting spell reqs SHOULD NOT give one 500hp tank
after another.
Maida-bird maida post!
From: Maida
Sunday, August 26 2001, 03:29AM
Umm, sorry for name mix-up, I meant Carney, not Sammael.
-BLUSH-
From: Ea!
Sunday, August 26 2001, 05:18PM
Just as a quick note --
I'm planning on reworking the elemental formulas, too. I haven't figured
out just what yet, but probably I'll lower the mana cost -slightly- and
raise their combat ability.
This change was primarily designed to make it so that homunculi, which
were intended to carry things, not fight, would be used more to carry
things than to fight. I'm not trying to downgrade the combat ability of
creates, but just change the method.
-Ea!
From: Sammael
Sunday, August 26 2001, 05:44PM
unfortunately the method you want us to use is far inferior to the old one
From: Nepon
Sunday, August 26 2001, 07:35PM
to hell with the method imms want us to use!
i for one do not play this game so i can follow some worthless
path set out by some imm to play the game a certain way.
if thats what i wanted, i would play any of the useless squaresoft
rpgs that your game consists of nothing more than "playing" a pre-
determined story.
imms need to quit worrying about our methods....different methods
make different characters....nuff said
From: Sammael
Sunday, August 26 2001, 08:07PM
I guess I don't mind you taking out homo's, but at least give us
something compareable in return. Not SLIGHTLY stronger elementals,
but VERY MUCH stronger elementals. I haven't made an elemental to
kill anything in long over 6 months simply because they can't tank
and they really can't do any damage either. What would be even better
is if you made the elementals each have different strengths and
weaknesses, like say Earth Elementals are resist slash and a ton of
hp, while the air elemental is resist crush and has super ac/dodge/parry
etc. due to being made of air, and maybe the water one is resist pierce
and can do something cool like phase doors and bring you with it or
something like that, and last but not least our friend fire. Maybe
he could be resist magic of all forms and hits really hard. This way
they aren't all the same, they all have different strengths and weaknesses
we could use in our fights depending on what we're fighting, just like
real players and their characters. If I just need a tank, well damn,
an elemental sure sounds like a good plan. But if I'm fighting some
magic mob who does nothing but firestorm the whole time, well maybe
that fire elemental might just do the trick.
I'm not asking you make create invincible. Just make them interesting
and useful. Thanks again, flame away.
From: Dashiva
Sunday, August 26 2001, 09:58PM
I really like that elemental idea about giving them diffrent
strengths and stuff, sorta like the gsummons,
very spiff idea =)
From: Chanel
Monday, August 27 2001, 12:29AM
I second the idea with diff str's and weaknesses. seems like a great
idea that will likely never be coded. I also think we should get a
random +2 - +5, random stat on things like flaming sword, flaming
shroud, and dagger of ice. it's make them worth using, yet still
keep them from being overpowered. Here's another idea, up the
damage on earthquake, a ton. in my mind, it should be comparable to
firestorm, but it seems more comparable to a 20 mind beam of pain.
Etheric Archers should be able to initiate combat, IE: chant blah blah
blah ex chanel. and the archer would appear and attack me. Etheric
Void could attack two random things, instead of evenly attacking all
three, increasing the damage a little that it does to the two.
Give us a create rain spell, perhaps kere udan rudh, so we could have
a tactic comparable to barkskin/chop. last but not least, make dispel
magick eat sink plus effects in one shot, for the spell only, not the
brew effect, that would just be too powerful.
I think these are all fair ideas about upgrading create, but will
all prolly be ignored, go figure!
From: Maida
Monday, August 27 2001, 06:51AM
I like Sammael's idea a lot a lot and a lot! That would be spiffy,
making it so that you'd actually give some thought to what elemental
to use under some situation or the other (esp pk) instead of the:
I'll just summon 'em all cause they're all I've got kinda mentality.
I'd reallyreally love to see something like that imp'd for ellies.
Would also mebbe be neat if angels did more damage to evil aligns
and less damage to good and demons vice versa and titans equal to
all! But thas just me being a ramblybird.
I really like Sammael's elly idea! =)
(And I even got the name right this time yay me.)
Maida-mistake!
From: Kyna
Monday, August 27 2001, 08:28AM
When you said 'Homunculi now, on average, have less hp, more move,' I
expected that my average 120-160HP homunculi might now be average
80-100HP, with the occasional high HP one still appearing ... in other
words I expected the average HP's of my homunculi to drop by about a third
or maybe half. I certainly did not expect to get average 30HP. I did not
expect all of them to have low HPs, on average. My homunculi look they
did at lvl 25, when I learned the spell. I shudder to think of the HPs
a lvl 25 has on their homunculi now.
BTW, I noticed on average they had 5 more mv than before this change.
Not that mv matters, once I get enough levels to get a decent mv regen on
them and since I always cast fly on the ones I want to move.
Oh well, if I'm getting homunculi with 1/5th to 1/6th of the HPs of the
old ones, I guess I'll just have to make 5 or 6 times as many now.
And spend even more time oow doing other things while I wait for
mana regen.
Kyna's player
who loves playing creates, and has just seen her favourite strategy
get downgraded - majorly.
From: Kyna
Monday, August 27 2001, 08:45AM
Another point to add to this thread ...
I use homunculi for xp running. For major eq mobs, I might spend the
mana on other charmies, but with the xp split - if I want to get decent xp
in a reasonable time, I'm not going to want to be grouped with same level
charmies. (Ellies just do enough damage to be worth the mana in my
opinion).
If I'm going to lose that much xp for every mob I kill, I may as well
group with a healer, if a healer wants to run with a create - as opposed
to running with a fighter or a cause mage who can deal faster damage, take
less rounds of damage, and therefore need to be healed for less HPs.
To sum up ... I don't hit hard enough to make it worthwhile for a healer
to run with me. I can't get decent xp in a reasonable time with same
level charmies. It's going to take a while to regen mana if I use more
homunculi (see previous post). When I made my first mage, I asked at a
Q&A why are low level mages so hard to level - I was told because of the
rewards at high level (by Ea!, if I recall correctly). Now I ask the
question, why are high level create mages so slow to level?
Kyna's player
From: Thundarr
Monday, August 27 2001, 10:34AM
Ya know, Ea!, if this "CHANGE" as you call it was to swap around
create tactics from homo's to elementals, thats just fine, but why
the hell would you just roll in the code to the "nerf" side of things
without even finishing the other half? It makes zero sense.
Now, as for some of the proposed changes, let's discuss them:
1) Create sword/dagger of ice/shroud etc, they should always summon
with +5 net stat, maybe even make it so the caster can specify what
the stats is, i.e. "chant kere agni mahi ex spirit" would create a
+5 spirit flaming sword. Also, for God's sake already, make them
not illusions already? I'll give ya staff of light, but ice and
fire can hurt, I mean you're like hey I can detect illusions as I ram
a giant icicle through your skull? Yeah it'll hurt! Plus, there
should be a 3c "con" weapon that is comparable that is summoned,
maybe make it a variant on the dagger of ice spell so that cast levels
don't get messed up, so you'd type "chant kere udan mahi ex mind staff"
to get a +5 mind staff with similar stats/effects to the dagger.
2) Changes to elementals, I think Samm's idea is great, but please
remember that PK balance comes into play. Already, the most
effective tactic is to have a few charmies and just inspire the person
vs. them and flee/re-enter. THey are pretty much F'ed at this point.
If they calm, just re-inpisre. By the way, why does calm fail way
more than inspire? Talk about dumb.... so if you increase the damage
or hp or whatever of elementals, and this is a good thing, please make
it for mob-killing. LIke here's my thoughts, if you inspire a elemental
he stops fighting, so they can still be used in PK, but the lamo
tactic of inpsire/flee goes out the window.
3) Flamestrike and earthquake... hrmmm they could do a bit more based
on mind. But then again, I think immolate should get a bonus for
having 100+ mind. Whats the point?
4) Cause skeletons/zombies - I have no problem with them following the
formula greater demons follow, and whats her name is right why in the
world would it have anything to do with MY con? Uhh hello should be pure
mind based. So, my range is like: 60 mind --> 400 hp
80 mind --> 500 hp
100 mind --> 600 hp
5) Create healing, yeah it sucks but since you are fixing it already
I will wait and see what comes of it.
Thundarr
From: Skar
Monday, August 27 2001, 01:56PM
Every once in a while, someone will make a suggestion during a weekly
Q&A for some little tweak in the interest of balance. The imms usually
reply that they're avoiding balance changes right now, because once
they start tweaking little things, they end up derailing new features
for about six months.
In this case, you've ignored your own good advice. In downgrading
homunculi, you've opened up another can of worms, prompting everyone
to re-evaluate the strengths and weaknesses of the create mage.
I never used homunculi as tanks that much. Maybe that's because I used
the path of least resistance when playing a create mage: I picked con
as my combat stat. My doppels and elementals have more hp, so they can
tank longer. I can see where dex and strength mages would prefer
homunculi.
My suggestion is to switch it back and hope nobody noticed. ;)
However, I don't see that happening.
I've maintained for a long time that it's ridiculous to have the hp
formulas for charmed mobs -- create OR cause -- consider the master's
con or hp. It's far more reasonable to consider the mind and mana,
with an emphasis on mana. Why? Because +mana gear is so renty, it
reduces the rent you can spend on combat stats.
For example, if you change greater summonings so that you get a minion
hp = master's max mana at 100 mind, you could have demons that have
750 hp up to 900 hp or so. However, you have to spend about 14k rent
to get that much mana, and you won't be getting much damage out of
your mage. You need stronger minions to compensate. That's why I don't
agree that minions should have hp entirely determined by mind.
If a 1:1 mana:hp formula is too much, tone it down -- apply a 75%
modifier for greater summonings, and 900 mana will get you 675 minion
hp. Apply different percentages for different elementals, animated
corpses, etc.
The important thing is to directly link the strength of the summoned
mobs to the intelligence (mind), skill (level) and power (mana) of the
mage.
3c created weapons should definitely not be illusory. I can create a
waterskin, or a bow, or plain dagger, but a flaming sword can be
ignored by any half mage or a dispel illusion can disarm you. Isn't it
enough of a weakness that you can't rent it and it gives no stats?
I'd be happier if the walls weren't illusions either. Make them last a
lot less time, prevent them from being preserved, allow people with
the climb skill to climb stone walls. Anything to keep them from being
entirely neutralized with a minor spell.
Different combat strengths for different elementals is an excellent
idea. Make sure that the naiad can be summoned underwater and can
breathe underwater. I think that a greater earth elemental should be
the best tank you could get. It's made of rock, right? It should be
able to take a lot of damage, with a susceptibility to crushing blows.
Give me one with hp equal to 50% of my max mana, and I'll be
impressed.
I also liked the suggestion that the roots not be removed from the
game. Make any new healing spell for create mages be 3c. It would also
be cool if etheric archers could initiate combat. If you pre-type the
spell summoning the archer and it hits right after a calm, you've got
spell lag and mana loss. :(
From: Nelson
Monday, August 27 2001, 09:13PM
Here comes the cry of the oppressed creates "death to cause!"
I sympathyze, and one day ill get my create past 24, maybe but till then..
How about instead of messing with cause charmies in a bad way, we mess
with create charmies in a good way? Don't stick me with a 100 hp skeleton
stick Carney with a 400 hp sprite :P (assuming sprite hp is 100ish now)
And one more thing, all these things to increase creates against half
mages are good and all, but every suggestion I hear increases them against
Non mages alot more than craphalfmages, making it so Mr create gets a slig
slight boost against Mr half mage(usually just by making them do some
other annoying thing to get around it :P) And a huge boost against poor
Mr Pure tank.
Won't somebody please think of the Constrdex guys!
-sob-
From: Kyna
Monday, August 27 2001, 09:14PM
I've calmed down a little :) and done some testing on these.
Their HPs are now based on mind/spirit, so I used three different
dex/creates with different minds and created 10 homunculi to see
what sort of difference mind makes.
91 mind/43 spirit, lvl 48
-- average HPs 31.3, in the range 21-40.
-- average MV 106.9, in the range 105-108.
-- greater elemental 161 HP.
81 mind/43 spirit, lvl 45
-- average HPs 31.3, in the range 21-43.
-- average MV 106.9, in the range 105-109.
-- greater elemental 142 HP.
62 mind/43 spirit, lvl 42
-- average HPs 26.4, in the range 18-38.
-- average MV 107.1, in the range 105-108
-- greater elemental 104HP.
There doesn't seem to be a lot of variation in their HPs based on
mind. The 81 mind alt's homunculi got the same average HPs as the
91 mind alt. And their MV (after it settled down after the first tick)
was much the same as before this change.
I mentioned in a previous append that the xp split discouraged me
from using other charmies (same level doppel/gsummons or half my lvl
elementals). In a sense we have already paid for these charmies with
mana (not to mention the stats that weaken our fighting ability), so
perhaps a more generous xp split - as if the charmie was half it's
level, might make them worthwhile to group with.
Alternatively, you could up the HP on homunculi (perhaps to half
their previous level), increase the mana cost slightly, and make them
timed so I can't park them at a mob and go back to it repeatedly.
If I had the pracs, I'd seriously consider switching my alts to
con ... but I'm a mage and don't have pracs free. A major change
like this that hurts dex/str more than it hurts con (as Skar pointed out)
perhaps deserves a prac redemption for those who want to switch to con.
Kyna's player
From: Kyna
Tuesday, August 28 2001, 12:03AM
And ... another test.
I just did my regular xp run. The biggest mob in the run is worth about
65K xp ungrouped.
I'm level 45, 3c dex/create. It took me over 350 mana to kill the mob.
Last week it would have taken me 80 mana, maybe 105 if he hit me.
As a comparison, my level 35 surgeon has been soloing this mob for several
levels now. She's not even fully equipped yet (can't rent it all yet).
She gets full xp for the mob.
Even with first aid lag, a low 30ish surgeon can kill this mob faster,
have no mana to regen, and get more xp for the mob (cos no charmies in
the room) than a theoretically more powerful mid 40's dex/create.
Kyna's player
From: Christopher
Tuesday, August 28 2001, 02:17AM
I think you're all missing the point that
homo's were created for the use of dragging things
around than for fighting.
If you wanted to follow AD&D rules, homos were
basically little bat men created from a mage's blood
and some primordial ooze. Designed to help
the mage with various tasks in his laboratory.
From: Chaykin
Tuesday, August 28 2001, 02:46AM
That isn't the point at all Christopher. Despite what their intended use
is, homunculi served a valuable function for create mages that is now
unfilled by any of the other charmies in their arsenal. The point is that
it's fine if the imms want to significantly downgrade homunculi to put
them more in line with what they're intended for, but creates need other
charmies to fill the tank functionality in their absence, be they
elementals or whatever.
Chay
From: Archaon
Tuesday, August 28 2001, 06:03AM
Ah Ah wayy to many appends!
From: Ibrahim
Tuesday, August 28 2001, 06:44AM
I think the homunculi hp also depends on spirit.
Besides that, another way to have tweaked this, would have been to limit
the number of homunculi you could summon.
I like the idea of flaming sword not being illusionary. Instead of
making a sword, why not let the spell make the weapon you're skilled
with?
-Ibrahim
From: Israfel
Tuesday, August 28 2001, 08:15AM
I think the main problem with the change to homunculi is in the
regular xp running sense. It only takes about 200 or so more mana to
take down a really big mob than it did before. By really big, I mean
anything that was likely to do at least 90hp per round, usually somewhere
along the lines of 180hp (stacked attacks).
I've tested with a few more c3 create alts (str/dex, dex/con, dexmind,
str/con, and str/mind). Those that suffered the most were str/mind (no
hp to tank or make tanks, no dex to flee) and str/con (have the hp to make
tanks, but no dex to flee).
Less adversely affected were str/dex and dex/mind. Yes, xp-running took
twice as much mana as before (at least) but that's adjustable in terms of
which mobs I choose to kill, looking at the hps/dex at hand.
The alts I had that didn't even blink were dex/con (it's a 91/90 so it's
arguable that that stands in for con/dex as well), with minimum mind.
If doppelgangers are used right the effect on these types where xp running
is concerned is next to nil.
I'd love to see a replacement for what homunculi were to str/mind,
str/con, str/dex and dex/mind where xp running is concerned. However, I'm
not sure that that is going to happen, because I'm still not clear on the
exact reason for this change to homunculi.
Yes, they were overpowered, but which aspect was this change attempting
to tackle? Is it the xp-running one?
Was it just that too many homunculi were lagging the mud? ;)
Agreeing with the other posts, I'd dearly love to see some _upgrades_
to elementals.
...and downgrades to animated dead.
Israfel
From: Skar
Tuesday, August 28 2001, 02:51PM
This discussion should remind us that each spell competes in a kind of
"ecology" of player strategy -- and sometimes the ecological niche
they fill aren't what the designers have in mind.
I'm finding myself thinking of the whole thing like some twisted
Jurassic Park plotline: the most minor of create mobs were overrunning
the park, defeating the most powerful monsters by virture of their
darwinistic superiority.
Certainly, that's not what the coders intended; homunculi are only to
help create mages move stuff around. But, to paraphrase Michael
Crichton: "the players will find a way."
Of course, the mobs don't actually "evolve" -- but player strategies
do. If something's not paying off for them, they'll find something
else that will.
Create mages are looking for cheap mobs that will take the blows meant
for them and inflict damage on their targets. It's obvious that mages
value protection more than damage -- more powerful mobs that offer
more damage were passed over for a pack of homunculi.
Homunculi were also popular because their hp seemed to be determined
independently of their master's constitution or hit points, a prime
point for dex or str mages. Low mind and low constitution mages will
get weaker mobs across the board, while the cost remains the same,
making these mobs less likely to thrive in their "ecological"
competition against other strategies.
So if the fences in the park have broken down and the homunculi are
ranging in other fields, it's time for the coders to consider the
factors that prompted the situation. That niche still exists, and the
players will find a way to find it.
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