Let's discuss class changes, shall we?

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Avelyn
Let's discuss class changes, shall we?
Sunday, December 2nd, 2007 at 9:00 pmEdits: 2   Last Edit: Mon, 3 Dec 2007 1:07 am
well, I thought i'd help kick things off as far as the discussions.

my own discussion invovles a ranger's casting time being restored to four seconds instead of five. rangers honestly, have no staying power, other than trying to kill the said mob as quickly as possible. we don't dodge, we don't get much hp, and we sure as hell aern't tanks. and with the five second casting time, it's hard to keep those heals in, we already heal very poor.

people will probably argue, that we were made to just obliterate the mob as quickly as possible, but thats easier said than done. it's not easy coming by those types of high-end weapons, sure we have dual wield, but with the weapon available to me, i'm hitting maybe 20-30's. which a level 10 paladin could probably do the same.

just thought i'd throw that in there.

=]

zerk
Re: Let's discuss class changes, shall we?
Monday, December 3rd, 2007 at 12:13 am
3 would be too much... but 4 maybe.... shrug.. there's more messed up class than ranger, like mages =P

disaron
Re: Let's discuss class changes, shall we?
Monday, December 3rd, 2007 at 12:44 am
lol get to level 20 for the first time and u complaining? u are hitting 50+ with the weaps you dual wield.

Avelyn
Re: Let's discuss class changes, shall we?
Monday, December 3rd, 2007 at 12:49 am
woah woah woah.
who's complaining here?
this is a discussion thread, not a vent thread.
i'm just trying to get ideas, and opinions thrown out there.

midori
Re: Let's discuss class changes, shall we?
Monday, December 3rd, 2007 at 1:23 am
I am as stronger as a level 20 ranger. Badass paladins that can flee!

trist
Re: Let's discuss class changes, shall we?
Monday, December 3rd, 2007 at 4:17 pmEdits: 1   Last Edit: Mon, 3 Dec 2007 4:21 pm
wolves

Before nerf

maul at start of combat or during

lower ac

higher damage

could be troll have have alot more hp

hp was reduced also

now i also feel that was a bit outragous and im not out to try to get a class over powered, but i do feel the wolf needs a of an upgrade from playing mine, i would suggest a few differnt things

1. return trolls to wolves playable races, raise damage a bit
make it so ac can be naturally lower then -4 natural

2. take all magic away from wolves, give them more hp and maybe
a weak dodge thats like half there lvl

3. make a wolf basicly a differnt form of barb, maybe make it so there ac drops a point at night, i heard the claw natural claw + that comes with lvl is only frenzied and at night maybe change that to all the time or at least all night not just during frenzy

another thing that i will barrow from d and d is that normally wolves and vamps are very hard to charm or dominate mentally with a hypo charm ect. being super natural

i think the wolf class is solid also currrently all i think they really need is to be a 7 hp per lvl class, a assassin and have wolf hp and dodge.

my thoughts on wolves Ebon.

luminaire
Re: Let's discuss class changes, shall we?
Monday, December 3rd, 2007 at 7:29 pm
Rangers used to be 4 second casting classes and were changed to 5 to balance the class. I doubt it is going back to four.

zerk
Re: Let's discuss class changes, shall we?
Monday, December 3rd, 2007 at 8:36 pm
what would u guys propose for mages as far in changes? curious

Ocelot
Dungeonmaster
Re: Let's discuss class changes, shall we?
Tuesday, December 4th, 2007 at 1:26 pm
The only way to fix mages is to completely scrap the retarded stun-cast mordor magic system.
"There's nothing wrong with shooting, so long as the right people get shot." --Clint Eastwood as Dirty Harry in Magnum Force

Calypso
Re: Let's discuss class changes, shall we?
Tuesday, December 4th, 2007 at 7:42 pm
I think mages should be able to converse their magic points as they level. If a mage has just a small amount of magic to use, then the trade-off would be that he deals some percentage of the damage that he would deal with maximum or 75% of his MP, but he would be able to save some amount of his MP. For spells like bless and protection, it would be exactly the same except that the duration would be cut for some amount of time.

I also think that spells for mages could be timed, shying away from the stun-cast tradition, with the timer varied and the amount of damage dealt per cast. Level 1 spells obviously deal a smaller amount of damage per cast compared to a level 3 spell, but the damage would sustain itself longer and would weaken more slowly, whereas for higher, level 4 or 5 spells, the damage dealt will initially be high but will occur at considerably greater intervals and weaken very quickly. I think this makes sense because you would hit the target "less accurately" with more powerful spells, and there is no such thing as CRITICAL SPELL! Higher level or higher mana-costing spells could backfire or fail more often, in order to balance with the total damage dealt by other melee classes. Mages could get more MP per level, but take longer to increase their individual spell realms.

There could also be more focus on shield-magic rather than special mage-lich armor and armor restrictions, such as stoneskin, but are weaker and cost less MP and are more available to the population with quests geared toward mage-style battling.

Realms ForumIn-Game DiscussionLet's discuss class changes, shall we?