a pair of ideas
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lord_modred
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a pair of ideas
i'll make this short and sweet
first off, finish the familiars as soon as possible, or just provide the basic bioware familiars, they're invaluable to low level casters.
second, do the same thing to polymorph/tensers transformation/shapechange that you did to summon spells. you take transfiguration spell focus, your various transformation spells become gradually more powerful with the number of focus feats taken.
that is all
first off, finish the familiars as soon as possible, or just provide the basic bioware familiars, they're invaluable to low level casters.
second, do the same thing to polymorph/tensers transformation/shapechange that you did to summon spells. you take transfiguration spell focus, your various transformation spells become gradually more powerful with the number of focus feats taken.
that is all
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Elagneros
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Also, I'm under the impression that the devs are working on getting jobs to all factions right now; NC got theirs a few months ago, and now the MA jobs were recently put in. Just a little something some players have been waiting for since NS4 went online... 
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P. Fricebottle
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Also the Devs aren' done with the AO jobs unfortunately as far as I know. The Wyrmling Watcher and Dragon Slave jobs aren't necesarily finished. I don't know if its fixed or not, but I took every kind of slave to Chirrem and talked to him and got nothing.
- As for ideas for melee characters...

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lordvan52681
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i fell ya Flailer, been trying to think up a good way to make fighter better, but all i can come up with is dev crit. and thats so overpowered it would instantly make mages obsolete.
Some suggestions ive heard and MIGHT work are:
Make a dev crit item (like the drow darkness item) only usable X times per day.
Make fighter class only items. (like a +5 plate only usable by pure fighters)
allow dev crit for pure fighters only (like the dragonshape for druids/shifters)
dunno if any of these would work, or if theyre even feasable, but anything to make fighters better gets my vote. I prefer fighters but with the low magic here, they just cant stand up unless they are A) part caster or B) in a team with a caster. even then 1 mord will destroy most tank builds.
And I dont believe nerfing casters is the solution either, only making fighters better.... somehow =\
Some suggestions ive heard and MIGHT work are:
Make a dev crit item (like the drow darkness item) only usable X times per day.
Make fighter class only items. (like a +5 plate only usable by pure fighters)
allow dev crit for pure fighters only (like the dragonshape for druids/shifters)
dunno if any of these would work, or if theyre even feasable, but anything to make fighters better gets my vote. I prefer fighters but with the low magic here, they just cant stand up unless they are A) part caster or B) in a team with a caster. even then 1 mord will destroy most tank builds.
And I dont believe nerfing casters is the solution either, only making fighters better.... somehow =\
well, the 'holes' in most fighter builds (especially against mages) are;
Once more +5 (and beyond?) weapons are introduced into the realm (hopefully of ALL types) then not only will that open up the melee classes to be more diversified, but at least it will give fighters a fighting chance (pi).
As for saves, perhaps some fighter-type-only (ie: not usable by cleric, mage...like the draco skull on ns3.5 is not usable by bard) helmets or amulets with more + to will saves (in addition to other stats) could appear, not usable until level 30 or something, just as an incentive to stay 'pure'.
Also, for the semi-casters like ranger and paladin, I really hope to see some more gear that gives them extra spellslots - (the currently found amulets are useless without the +4 natrual armour bonus that the ice/crystal/crafted have) why not have some helmets, cloaks or weapons that have slots for ranger/paly, and more useful ones for bards (ie: CHA boost AND bard slots).
Anyhow, carefully adding gear to help the balance rather than cramming in more code seems to be the easiest option, and if you make sure the gear is very high level, then clerics/mages with UMD will have a hard time getting enough UMD to use them, (hopefully nerfing their build by wasting skill points and feats to get enough).
- - only 1 +5 weapon to chew thru mage-DR,
- low will saves,
- str. fighters; low reflex saves,
- dex. fighters; low fort saves
- no haste (except by potion) to catch up to mages/clerics with haste
Once more +5 (and beyond?) weapons are introduced into the realm (hopefully of ALL types) then not only will that open up the melee classes to be more diversified, but at least it will give fighters a fighting chance (pi).
As for saves, perhaps some fighter-type-only (ie: not usable by cleric, mage...like the draco skull on ns3.5 is not usable by bard) helmets or amulets with more + to will saves (in addition to other stats) could appear, not usable until level 30 or something, just as an incentive to stay 'pure'.
Also, for the semi-casters like ranger and paladin, I really hope to see some more gear that gives them extra spellslots - (the currently found amulets are useless without the +4 natrual armour bonus that the ice/crystal/crafted have) why not have some helmets, cloaks or weapons that have slots for ranger/paly, and more useful ones for bards (ie: CHA boost AND bard slots).
Anyhow, carefully adding gear to help the balance rather than cramming in more code seems to be the easiest option, and if you make sure the gear is very high level, then clerics/mages with UMD will have a hard time getting enough UMD to use them, (hopefully nerfing their build by wasting skill points and feats to get enough).

Vorpal?
I'm not sure how easily Dev Crit can be customized to be balanced. If items could easily be made to have a dev crit with a fixed dc (rather than 10 + wielder's str bonus + 1/2 wielder's level), then it might be worth looking into.
On the other hand, vorpal is exactly that, except it is a reflex save against a set DC in contrast to dev crit being a fort save.
On the other hand, vorpal is exactly that, except it is a reflex save against a set DC in contrast to dev crit being a fort save.
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lordvan52681
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lordvan52681
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Elagneros
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I was thinking along the same lines myself. Some good gear that is limited by class so only pure classes or classes with more "natural" PrC choices (like a fighter/WM) can use them, and unusable by cheese classes. Maybe have some of this gear grant immunities to spells or special attacks, and make them unequippable by casters, since they can cast spells that block this sort of thing.lordvan52681 wrote: Make fighter class only items. (like a +5 plate only usable by pure fighters)
allow dev crit for pure fighters only (like the dragonshape for druids/shifters)
I've been thinking about Dev crit for pure fighter only too, but didn't really bring it up because most servers tend to totally block it. But a pure fighter has really nothing going for him, he can't use any magic, and is vulnerable to magic without any casting levels or access to UMD. Natually, Dev Crit would have to be severly limited to pure fighter, and I say to block it tofighter/WM, since that would be a lot of massive critting.
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