![]() | worse for wears and 3rd circle![]() |
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I can see how wfw's can be irritating in pk when a 50 mind 2nd circle can stun a 28 mind fighter type silly. But one gives up a lot of stat poin ts for high mind, and at 2nd circle, you reap far far less benefits than a 3rd circle high mind mage.
Would it perhaps be possible to put a cap on wfw stuns, much like cure crit, something like 80+ mind required to get wfws? That would solve the problem of low mind mages stunning silly fighters. (Just on a side note, my pkiller is a low mind mage)
It was pointed out to me that the mana cost for damage spells has been halved. Yes. Great for 3rd circles. But 2nd circle mages don't -have- all that many damage spells. Being 2nd circle cause, and 100 mind, almost the only spells I ever use are str/armor/bless/stun. Very occasionally harm. And what with the mana upped to 35 on stun, no wfws simply because i'm 2nd circle...there is basically no reason for needing any of that mind at all.
I can still do all those things (cept stun) with 50 mind, I can cast harm, itsince it's cast level based it makes no difference to me.
Furthermore, 100 mind/spir druids are effectively limited to those things that I just listed by this wfw change. Having a 100 mind druid who has a killer stun is a wonderful thing at times, and this change just cuts them out of the picture, limiting them to just healing, since it's the only thing all that mind will be good for anyway - supplying mana for augments.
-pant- I think I'm done now.
Celeste de Rais
Thanks to the people who heard me out through my huge hissy fit. -BOUNCE- -happy-
Celeste de Rais
Cure crit, imho, is already fairly balanced in pk. The lag, the fact that it can't be cast within combat, and its cost and benefit already makes it fairly unlikely that it will be used in close proximity to the target. By reducing its potential to less than that of a cure light, it makes certain 3rd circles fairly useless. Not that i care, this is actually one category where i don't have a char that's effected, but I can see this as being fairly crippling to players.
And just as a side note, where and by whom were these changes suggested? I'd just like to know who comes up with these, as they are changes, at BEST, low low low priority concerning balance. There's tons to be done regarding snipers, a good bit more to be done regarding Kleiners, rage being useless against ppl that headbutt, and create roots being much more powerful than augment and cure crit on an empty stomach.
Mo!
We view the change to cure crit as primarily a boost. It still heals more than cure light, though perhaps not quite as fast. For low mind mages (low mind of those who can cast cure crit), they're probably going to find that they can still heal up faster using cure light: what we're trying to do here is give a boost to those mages with closer to 100 mind. The minimum that cure crit will heal is about 13 hps (Rufus's post wasn't clear on this and said it was 9)
I'd also like to point out that Kleiners are getting a serious upgrade with these changes. If they still need more, we'll add more then, but, as always, we try to be cautious with balance changes: change it a little and if it need more, give it more.
You'll also note that augment is getting a boost.
Sniper's we're still debating how to deal with. The main problem is that they really aren't set up to be a full fledged fighting style in the current code (as dex, con, and str are). We'd really rather wait on making them a full fledged fighting style until skill trees when we'll be adding in a few skills for them (they need skills to be a sucessful fighting style).
A bunch of these changes were to try to make certain character types more playable as an extreme (particularly mages - a lot of people have been bemoaning the fact that everyone is a "1/2 mage" these days and that people who are primarily mages can't compete.)
-Ea!
These are big changes, and I will reserve judgement on everything, cuz it will take time to see how things go etc. But its one thing to say your chars to weak, and another to say others are too powerful. Not sure how many of you are aware of it, but theres a problem on muds with ppl always trying to complain that there classes are weak and try to get them upgraded. Now won't all the 2nd circle need to rethink their chars? Maybe lower their mind from 100 down to 60 or something.
Never thought id say this about this mud, but it seems the imms are letting everyone jerk them around a bit lately. Try not to bitch and moan about your chars problems and let the imms balance things out.
And if you feel you got screwed by these changes, have faith that things will get worked out.
mo.