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Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 1:45 pm
by Hoihe
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.
Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 2:47 pm
by Karond
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?
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.
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.
Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 2:58 pm
by Lockonnow
I say no couse many of the spells have short duration amd low skills point so not from me but i dont play much
Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 4:47 pm
by realayer
instead of nerfing caster, empower non-caster.
Making +4 items easier available to players by implementing the enchanting system.
Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 4:59 pm
by YourMoveHolyMan
You could, instead, make available to non casters +5 ac/ab/enhancement gear, and +4 to stats.
Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 5:08 pm
by Thorsson
Certainly nerfing is not the best way unless it's for something very specific, which this isn't.
Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 5:16 pm
by Kauaiian
realayer wrote:instead of nerfing caster, empower non-caster.
Making +4 items easier available to players by implementing the enchanting system.
And even with the proposed enchanting system in the works, a non caster will still need a caster and not vice versa
Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 5:36 pm
by Hoihe
Kauaiian wrote:realayer wrote:instead of nerfing caster, empower non-caster.
Making +4 items easier available to players by implementing the enchanting system.
And even with the proposed enchanting system in the works, a non caster will still need a caster and not vice versa
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.
Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 6:04 pm
by Kauaiian
Hoihe wrote:Kauaiian wrote:realayer wrote:instead of nerfing caster, empower non-caster.
Making +4 items easier available to players by implementing the enchanting system.
And even with the proposed enchanting system in the works, a non caster will still need a caster and not vice versa
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.
I was commenting on the enchanting, notleveling
Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 6:10 pm
by Nyeleni
YourMoveHolyMan wrote:You could, instead, make available to non casters +5 ac/ab/enhancement gear, and +4 to stats.
I'm all for this, but it won't happen most likely.
Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 6:13 pm
by YourMoveHolyMan
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.
Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 6:42 pm
by Passiflora
Nyeleni wrote:Yep, 400 damage a round. You are taking the strongest build possible.
Uh... some of my fighters can deal 700-1000+ damage a round.
Re: Reducing the cap of spells to +4
Posted: Fri Jul 08, 2016 10:33 pm
by Lockonnow
Uh... some of my fighters can deal 700-1000+ damage a round.
how in the nine hell can they do that?
Re: Reducing the cap of spells to +4
Posted: Sat Jul 09, 2016 11:00 am
by Lux
There's quite a lot to do in QC at the moment so it will probably take some time before this gets brought up.
Re: Reducing the cap of spells to +4
Posted: Sat Jul 09, 2016 12:44 pm
by Passiflora
Lockonnow wrote:Uh... some of my fighters can deal 700-1000+ damage a round.
how in the nine hell can they do that?
With crits of 180-190 and 8 attacks a round. (Or 200+ if there's a bard in the team).