Re: random changes I propose Monday, November 9th, 2009 at 10:44 pm
Right now it's split up.
Aramon is leather and Enoch is plate. Seems weird.
Honestly I wouldn't mind Aramon being set at chain and Enoch as plate, as long as Aramon received some kind of hide/sneak bonus for using lighter armor, which they may. The same goes for Arachnus.
Re: random changes I propose Monday, November 9th, 2009 at 11:48 pm
In my mind, Ares/Gradius/Enoch clerics are all considered battle clerics in some way. Thus, they do deserve their plate.
We should also remember that there IS the new magic system which is in development. Upgrading certain classes to chain armor might be a quick fix for now, but if magical abilities are upped for these classes, they might become too overpowered with better armor.
Aside from that consideration, perhaps another good approach to things would be making higher tiers of armor available at a higher level (ie. not gaining the ability to wear chain armor until level 20).
Don't get me wrong though! I would like to see more chain being used in the game. Bane did all that hard work to expand the types of armor after all
Re: random changes I propose Tuesday, November 10th, 2009 at 1:31 amEdits: 3 Last Edit: Tue, 10 Nov 2009 1:40 am
I was thinking about how berserkers and fighters would need the heaviest armor being front line fighters, followed by DKs and Paladins as hybrid tanks. Then when it came to clerics there needed to be some differentiation that made sure clerics weren't tanking better than the classes that were built for it. But, the way it seems to work is that the tanks and hybrids can deal with it, and the clerics aren't outclassing them.
Gradius and Ares are a given as far as battle clerics. Enoch seemed like a coin toss, as they're support for the Paladins. But, since they should be allowed a majority of the same defenses, because of weapon restrictions for Enoch, it does make sense for them to also wear the plate armor of a paladin.
Aramon and Arachnus though do seem less built for front line fighting, and beefing them up to chain as a max does seem to make a lot of sense, since they do have to tank to some degree since their damage isn't stellar. I would allow Ceris as well, since although not in the combat per se, they are defensive and would probably be interested in the protection.
Kamira of course, as a dodge/stealth specialist, makes the most sense in leather. I would suggest this for Linothan and the Gnome Diety as well in the future.
Vampires and Bards being chain also made a lot of sense to me, since both are the true hybrid classes, and allowing them mobility and protection seems to make the most sense. I would lump Rangers in this same category, allowing them full use of their skills in chain and no access to plate.
The only one I'm torn on is Fighter/Mage which is in a strange tradeoff. I would suggest they be cloth with a 4 second timer, and the ability to wear up to chain and reduce their timer to that of a fighter, 5 seconds.
Re: random changes I propose Sunday, November 22nd, 2009 at 8:12 amEdits: 1 Last Edit: Sun, 22 Nov 2009 8:26 am
I did a huge, nice, and thorough writeup about Mage/Assassins using pieces of code and changes and solutions. I clicked on something so it's gone, so here's the brief version.
Mage/Assassins are broken. They need the following changes.
1. Increased attack power, currently they're the same as Mage/Thief and Cleric/Assassin. They should be the same as a regular assassin or F/T.
2. Their backstab is too weak. The multiclass backstabs seem to have some kind of error, it needs to be looked at. It's currently the same as a mage/thief, it should be set at a cap of 5.0.
3. The stat progression is all kinds of messed up, and easily the absolute worst in the game since it's 2 of each stat then cuts off that last int.
It should go from:
STR, DEX, PTY, CON, STR, CON, INT, DEX, PTY, INT // Mage/Assassin
To:
STR, DEX, PTY, INT, CON, DEX, STR, INT, DEX, PTY // Mage/Assassin
4. The race selection is too limited. It should be expanded to include half-orcs, kobolds, and half-elves.
Those changes would make mage/assassin a viable class, since as it stands it's just not a class worth playing.
On a related note;
Fighter/Mage has some strange attack power and it must be an oversight. Currently their attack power is weaker than a Mage/Thief. It needs to be ammended from:
attackPower = (strength.getCur() * 2) + (level);
To:
attackPower = (strength.getCur() * 2) + (level*2);
Currently they're hitting about on par to Ceris Clerics. And even with the fix they'll still hit pretty piss poor, especially with their main class being Fighter.
Warlocks are not wizards in the traditional sense, instead they are granted the ability to wield magic through dark and powerful forces, possibly by some demonic pact or a touch of infernal blood in their veins. Warlocks are shadowy figures, half glimpsed and always spoken of in whisper, but they are said to permeate the underbelly of Derlith. They often are often accompanied by familiars, which they use to channel dark energy to cast their malicious spells. Because warlocks have few natural talents for spellcasting without their familiar, they often resort to brewing powerful potions.
Must stay Pinkish-Neut or off alignment.
Warlocks have no MP. All MP a Warlock uses comes from its familiar, no Warlock familiars can cast, and their MP is based on level of the caster and his con. All Warlock familiars are demonic. The familiar's duration is based on the Warlock's con. As they level, so too does the strength of their familiar.
Most Warlock potions involve increasing the physical prowess of the Warlock and supporting their familiar.
A Warlock may use Dark Pact to sacrifice his familiar to be imbued with demonic powers, acting as a Deathknight prayer and a full heal if successful. (This makes the Warlocks casty when a familiar is out and fighty when the familiar is sacrificed, making it a very dynamic class.)
A Warlock may cast Mage/Lich spells.
A warlock has a 4 second cast timer.
A Warlock must wear cloth to cast at 4 second, with leather armor they cast at 5 seconds, and with chain they cannot cast at all. Warlocks may not wear plate.
Warlock Attack power is equal to a Bard/Vampire:
Str*2 + level*4
Re: random changes I propose Tuesday, November 24th, 2009 at 11:14 am
I was thinking about monks.
I think it would be cool to introduce stances.
A monk would start with standard stance, at level 5 gain another, at 10 gain a second, and at 20 their third. Each stance would correspond to a specific stat, which would convey a bonus to its effectiveness.
Standard stance:
Everything is the same as it is now.
Mantis: Str
This style increases the damage done from the monk's normal attacks, but reduces armor.
Crane: Dex
This stance increases the dodge and kick damage of the monk, but reduces normal attack damage.
Tiger: Con
This style increases the damage and armor of the monk, but reduces the monk's dodge.
Basically there would be an offense, a defense, and a hybrid. If the monk doesn't like the stances, he can chose not to use them.
A monk could start in Mantis, feel he's getting hit too often and switch to Crane, but then decide that they're just hitting too hard, and switch to Tiger to tank a bit more of the damage. Allowing the Monk to change up his style while fighting.
The greatest benefit of this is class builds. For instance, statting to be a Mantis Monk, a Crane Monk, a Tiger Monk, or a hybrid of two or all three.