Balance Issues
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Yeah... once I've got Summons into some semblance of function, I'll go ahead and have a crack at that. It shouldn't be too hard to make the BRWL tree more attractive.
\"What if nothing means anything? What if nothing really matters?.....
...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
-Calvin
\"Joke \'em if they can\'t take a f$%k.\"
...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
-Calvin
\"Joke \'em if they can\'t take a f$%k.\"
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I wanted to charge for the hospital from the beginning. I just didn't know how to make it so it didn't bankrupt everyone. Now it costs, but the cost is very easy on the pocketbook.
It was changed for President's Day.
Wizards still have the best spells.
It was changed for President's Day.
Wizards still have the best spells.
To me, you are the teacher in the Charlie Brown cartoon.
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In fact, to state it plainly, nothing has changed in terms of spell access. All the classes that could cast originally can still cast. All the classes that couldn't originally cast still can't. Nothing has changed in terms of which classes can and cannot use magic.
Wizards are not a moot point. The spells are different for a wizard from what other classes are able to access. This is because wizards, having access to much less in the way of Str increases, have a bigger damage multiplier on their spells than a non-wizard who casts spells does. This sets things up so that wizards are primarily spellcasting, and are not also weapon savants with huge Strength. The fault in the original coding is that spellcasting and weapon attacks are both Strength-based, and because of this, a wizard, originally, was an overall much nastier class, because of the choice of spells or weapons, both doing large damage. The way things have been changed, wizard spells should still do fairly nice damage, but they aren't so hot with weapons.
It's a matter of keeping balance while maintaining differences in classes. Similarly, Wizard spells tend to cost less in terms of MP for higher damage multipliers than, say, Page and Diviner spells. No, it's not perfect as it is, but it's a whole hell of a lot better than it was before, when wizards were unquestionably the best class.
Please try to keep a perspective on these things. If something changes, and it makes you or someone else less effective than before, don't immediately panic and claim that your class/equipment/whatever is suddenly now totally useless. If, for some reason, you HAVE been made totally useless, rest assured that that problem will be swiftly fixed. It's what I'm here for, right? To keep track of the RPG and make sure everything works right, not just works at all.
Thanks for having the patience to read this whole chunk of rant.
-Selene
Wizards are not a moot point. The spells are different for a wizard from what other classes are able to access. This is because wizards, having access to much less in the way of Str increases, have a bigger damage multiplier on their spells than a non-wizard who casts spells does. This sets things up so that wizards are primarily spellcasting, and are not also weapon savants with huge Strength. The fault in the original coding is that spellcasting and weapon attacks are both Strength-based, and because of this, a wizard, originally, was an overall much nastier class, because of the choice of spells or weapons, both doing large damage. The way things have been changed, wizard spells should still do fairly nice damage, but they aren't so hot with weapons.
It's a matter of keeping balance while maintaining differences in classes. Similarly, Wizard spells tend to cost less in terms of MP for higher damage multipliers than, say, Page and Diviner spells. No, it's not perfect as it is, but it's a whole hell of a lot better than it was before, when wizards were unquestionably the best class.
Please try to keep a perspective on these things. If something changes, and it makes you or someone else less effective than before, don't immediately panic and claim that your class/equipment/whatever is suddenly now totally useless. If, for some reason, you HAVE been made totally useless, rest assured that that problem will be swiftly fixed. It's what I'm here for, right? To keep track of the RPG and make sure everything works right, not just works at all.
Thanks for having the patience to read this whole chunk of rant.
-Selene
\"What if nothing means anything? What if nothing really matters?.....
...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
-Calvin
\"Joke \'em if they can\'t take a f$%k.\"
...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
-Calvin
\"Joke \'em if they can\'t take a f$%k.\"
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- Joined: Fri Mar 05, 2004 2:00 am
- Location: Aisle 12, between the kumquats and the radicchio.
Diviners aren't ludicrously strong. What they are, is able to do a little (and I mean *little*) of everything. That tree gets less of the good equipment than other jobs, which is the point- they can do anything, but not as well as those specialized for those things.
\"What if nothing means anything? What if nothing really matters?.....
...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
-Calvin
\"Joke \'em if they can\'t take a f$%k.\"
...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
-Calvin
\"Joke \'em if they can\'t take a f$%k.\"