Distant Lands
There are 4 players online. (hover for list)
 * Register
It is currently Thu Sep 20, 2018 5:51 pm

All times are UTC - 5 hours




Post new topic Reply to topic  [ 1 post ] 
Author Message
 Post subject: Discussion on changing the level cap of skills/spells
PostPosted: Wed Aug 01, 2018 7:12 pm 
Offline
Mortal

Joined: Wed Dec 31, 1969 7:00 pm
Posts: 6
[ Nominate for medal ]
There has been some back and forth conversations about adjusting specific skills or spells in order to make their utility more useful at later levels of the game. The current belief is that 11 out of 14 classes need substantial changes in order to benefit from these adjustments, but I would like to argue that the number is likely closer to only 2 out of 14.

Based on my current understanding of the 14 classes, I have identified their skill or spell which I believe to be the most utilitarian at later levels:

Assassin – assassinate 15 (currently tied to character level)
Barbarian – Berserk 4 (currently tied to character level)
Bard – Charm song (currently tied to character level)
Cavalier – Charge 4 (currently tied to character level)
Cleric – Disaffect (currently tied to class/talisman level)
Druid – Disaffect (currently tied to class/talisman level)
Illusionist – Dispel magic (currently tied to class/talisman level)
Magic-user – Dispel magic (currently tied to class/talisman level)
Monk – Stun (currently tied to class/talisman level)
Ninja – Trip (currently tied to character level)
Paladin – Nothing comparable
Ranger – Nothing comparable
Thief – Backstab 11 (currently tied to character level)
Warrior – Bash 4 (currently tied to character level)

Each class, save for two, has something unique about it that benefits them over time or would benefit them over time given slight changes. Assassins and thieves get versions of the same thing: do advanced damage. Barbarians, warriors, and ninjas get versions of the same thing: the ability to knock someone down and stun them. Bards can charm bigger and bigger MOBs. Cavaliers do increasingly more damage with their charge. And clerics, druids, illusionists, and magic-users can dispel/disaffect magical effects on creatures/players.

Now, the big difference is that right now there’s a disparity between the classes with abilities tied to the overall character level vice those with abilities tied to their class/talisman level. So in effect what does this look like?

Right now a Warrior can bash-stun MOBs up to the max level afforded by the game, while a cleric can only disaffect MOBs up to class/talisman level of 200. A bard can charm MOBs up to the max level afforded by the game, while a monk can only stun MOBs up to a class/talisman level of 200. See where I’m going with this?

Currently the only two classes which do not have something tied to a higher level are the paladin and the ranger. But 2 classes are easier to correct than attempting to overhaul 11 classes with perceived deficiencies.

With this in mind, and without this post getting too long, I would like to advocate for the following change: Adjust disaffect, dispel magic, and the Monk’s stun to be based on the overall character level, not class/talisman level similar to how bash, charge, trip, charm, backstab, assassinate, berserk work. And then provide something to the Paladin and Ranger classes later on (if it’s deemed necessary).

Thoughts?


Top
 Profile E-mail  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1 post ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Forum design by .
DHTML Menu By Milonic JavaScript
Forum icons by www.chaosburnt.com © 1995-2007 ChaosBurnt
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group