Reducing the cap of spells to +4
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- Hoihe
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Re: Reducing the cap of spells to +4
Right after Hoihe's half-elf RCR, he became a rogue sneaker without any minmaxing, and indeed, somewhat gimped build. I could managed 300-400 damage a round without any scrolls or OP gear.
I often used to travel with paladins and dwarves who deal the likes of 50 damage a hit and have enough AB to land nearly all 6 attacks they get.
I often used to travel with paladins and dwarves who deal the likes of 50 damage a hit and have enough AB to land nearly all 6 attacks they get.
For life to be worth living, afterlife must retain individuality, personal identity and memories without fail - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
A character belongs only to their player, and only them. And only the player may decide what happens.
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Karond
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Re: Reducing the cap of spells to +4
It's a fair point when it comes to balance. Ideally, it really should be like that or there being +5 EB/AC and +4 Ability generously distributed. Even if either of those happen, casters still have an edge as they can use the item slots for other bonuses and put the spells on top, only worrying about dispels as a "balancing factor" as opposed to non-spellcasters.Nyeleni wrote:Could we reduce the bonus given by barkskin, magic vestment, shield of faith, tortoise shell etc. including Greater Magic Weapon, etc. to +4?
Why should a caster have an easy access to better AC and AB than a non caster, who usually will just remain at +3 unless he or she does have a lot of gold or is just lucky looting?
However, even if the idea is perfectly valid it might need a lot of convincing to get through. The staff is probably not too keen on releasing +5, even if there is a movement to provide better epic equipment to players that's gaining momentum. The staff is probably not to keen about nerfing so many spells either, or dealing with the classic outrage which typically follows (even if people can freely RCR).
This is a big part of why the server is flooded with spellcasters, because the world is weirdly designed mostly for spellcasters. Especially in the past when updates was almost exclusively in favor of or about upgrading spellcasters. Such a move could probably engineer more of a balanced distribution of classes, which seems desirable.
It's worth bringing up at least.
- Lockonnow
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Re: Reducing the cap of spells to +4
I say no couse many of the spells have short duration amd low skills point so not from me but i dont play much
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realayer
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Re: Reducing the cap of spells to +4
instead of nerfing caster, empower non-caster.
Making +4 items easier available to players by implementing the enchanting system.
Making +4 items easier available to players by implementing the enchanting system.
- YourMoveHolyMan
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Re: Reducing the cap of spells to +4
You could, instead, make available to non casters +5 ac/ab/enhancement gear, and +4 to stats.
Michael Dunn
“It'll be your damnation, boy. You'll wear out a hundred pairs of boots on your way to hell.”
― Stephen King, The Dark Tower
“It'll be your damnation, boy. You'll wear out a hundred pairs of boots on your way to hell.”
― Stephen King, The Dark Tower
- Thorsson
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Re: Reducing the cap of spells to +4
Certainly nerfing is not the best way unless it's for something very specific, which this isn't.
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- Kauaiian
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Re: Reducing the cap of spells to +4
And even with the proposed enchanting system in the works, a non caster will still need a caster and not vice versarealayer wrote:instead of nerfing caster, empower non-caster.
Making +4 items easier available to players by implementing the enchanting system.
- Hoihe
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Re: Reducing the cap of spells to +4
Kauaiian wrote:And even with the proposed enchanting system in the works, a non caster will still need a caster and not vice versarealayer wrote:instead of nerfing caster, empower non-caster.
Making +4 items easier available to players by implementing the enchanting system.
Play a caster, level 1 to 30, without muling and reconsider that statement.
Casters can't do anything without a companion, especially while still levelling.
For life to be worth living, afterlife must retain individuality, personal identity and memories without fail - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
A character belongs only to their player, and only them. And only the player may decide what happens.
- Kauaiian
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Re: Reducing the cap of spells to +4
I was commenting on the enchanting, notlevelingHoihe wrote:Kauaiian wrote:And even with the proposed enchanting system in the works, a non caster will still need a caster and not vice versarealayer wrote:instead of nerfing caster, empower non-caster.
Making +4 items easier available to players by implementing the enchanting system.
Play a caster, level 1 to 30, without muling and reconsider that statement.
Casters can't do anything without a companion, especially while still levelling.
- Nyeleni
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Re: Reducing the cap of spells to +4
I'm all for this, but it won't happen most likely.YourMoveHolyMan wrote:You could, instead, make available to non casters +5 ac/ab/enhancement gear, and +4 to stats.
Truman Capote, Breakfast At Tiffany's
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- YourMoveHolyMan
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Re: Reducing the cap of spells to +4
I imagine a flavoured soul 1-30 is a breeze. A pure wizard or sorcerer? Not so much. But then there are a myriad of ways to multiclass those characters.
Michael Dunn
“It'll be your damnation, boy. You'll wear out a hundred pairs of boots on your way to hell.”
― Stephen King, The Dark Tower
“It'll be your damnation, boy. You'll wear out a hundred pairs of boots on your way to hell.”
― Stephen King, The Dark Tower
- Passiflora
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Re: Reducing the cap of spells to +4
Uh... some of my fighters can deal 700-1000+ damage a round.Nyeleni wrote:Yep, 400 damage a round. You are taking the strongest build possible.
Go home and be a familly cat!
- Lockonnow
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Re: Reducing the cap of spells to +4
how in the nine hell can they do that?Uh... some of my fighters can deal 700-1000+ damage a round.
- Lux
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Re: Reducing the cap of spells to +4
There's quite a lot to do in QC at the moment so it will probably take some time before this gets brought up.
What we see depends mainly on what we look for
- Passiflora
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Re: Reducing the cap of spells to +4
With crits of 180-190 and 8 attacks a round. (Or 200+ if there's a bard in the team).Lockonnow wrote:how in the nine hell can they do that?Uh... some of my fighters can deal 700-1000+ damage a round.
Go home and be a familly cat!