
From playing on this server intermittently over the past few years, I can say with certainty that- while genuinely impressed by, and extremely thankful for, the hard work put in by the staff- this server does have a number of what I believe to be glaring issues. Most of these are matters of balance, and while I'm certain a few have been brought up before, they've more often than not been sparsely discussed. What little discussion there has been seems to be at best, apprehension to the suggested changes. At worst, outright calling the person a fool for suggesting them. And I do understand that broad-stroke changes to the mechanics and ruleset planned out by the staff- especially ones that have been a staple of the server for years- might make a few nervous. But, I'd ask that you consider the points I bring up. If you agree, consider sharing my sentiment in the forums to give the ideas some semblance of traction. If not, please voice your disagreement, but please be civil! Alternative suggestions are also very welcome.
FREEDOM OF CHOICE or HOW I LEARNED TO STOP WORRYING AND LOVE NON-OPTIMAL BUILDS
I'll lead with what is probably the most multi-faceted (and, perhaps, controversial) complaint. The system for leveling and class-compositioning as it stands seems to be designed with the intention to prevent balance-issues from "powerbuilding", or otherwise abusing a meta-oriented class composition to gain stats, bonuses, and abilities that might otherwise be deemed unfair. This is all well and good- the sentiment is sound. However, there are a few problems in the current ruleset that I feel actually hinder that idea. I'll outline these issues one at a time, each presenting a potential solution.
To begin, the cornerstone rule of this server is (and has been as long as I've played, at least) that you must have at least three levels in every class you intend to take, and all of these classes must be taken before level twenty. I am of the mind that a three-level minimum is a good means to prevent silly nonsense like everyone taking one rank in bard. Ironically however, forcing players to take three levels in every class they intend to use before level twenty seems to encourage powerbuilding more than hinder it, as it seems min-maxing early on is the only means to achieve any sort of reliable playability out of builds with more than two classes when faced with the server's unique difficulty curve (which I'll discuss in a moment). It also means some otherwise good-natured builds that count on taking levels in classes later are completely unplayable.
The simplest fix I can imagine for this issue would be to maintain the three-level minimum for each class, but remove the restriction on taking new classes in epic levels. This will free up more opportunities for unique and fun class composition without people worrying about squeezing everything useful they can out of their classes before level twenty. If for whatever reason someone wants to take three levels of bard at twenty-eight, twenty-nine, and thirty, why not let them?
The second issue I'd like to address falls in line closely with the first, and that's the need to ensure a class build is viable before level 10, lest the player take a punishment in the form of experience loss for having to RCR their character as a means of correcting issues with their build. While I understand and agree that this is a good means to prevent people from endlessly tweaking their build to the point of being wildly overpowered, I also believe it is a little harsh for people that simply want to try something new or fix an issue without going up through the grind to make back those lost levels.
I'm not suggesting that every RCR should be 100%, I can see the potential abuse in that. However, more frequent RCR events would be a big help to the people that do actually need it. Ideally- in my opinion- one once a month or bi-monthly would be the best bet. Failing that, at the very least, an event to mark a few special occasions. Certain holidays, or the server's anniversary date perhaps.
As an aside, I'm very confused as to why there's no means for a character to return to the Nexus after leaving. It's packed with a number of very useful- some would say essential- tool for not only character creation, but character management and adjustment. Before, this could be accomplished by changing the case of one's username- while I believe that was more and of exploit and less of an intentional design, it was very useful. An NPC in some major population centers that can send someone back would be swell.
The aforementioned difficulty curve comes in large part from the fact that saves for NPCs are wildly inflated. This design change makes solo leveling (or even party leveling at low-levels without optimal builds) much, much more difficult. This, like mentioned before, encourages powerbuilding in my opinion. While I understand that the changes were made in the spirit of adventuring with a party, not everybody has the luxury of partying with at-level players at all hours. This leaves them with only a few choices:
1) Go it alone and risk dying with no means to return without losing a solid chunk of the experience they're working to gain.
2) Party with players that have a notable discrepancy in level and suffer loss of experience gains as a result.
3) Don't go at all.
Simply put, I think the save inflation for NPCs needs to be turned down a notch, if not removed altogether.
HiPS DON'T LIE or HIDE N' SEEK: DANTE MUST DIE EDITION
Hide in plain sight as if functions now is horribly unbalanced- most notably in player-versus-player scenarios. With a stealth having a cooldown of only 5 seconds, any character with HiPS can- regardless of their opponents detection checks- automatically cause those targeting them to de-target. The check to detect someone that has used HiPS is also very hard (nearly mechanically impossible) to pass. From my experience on the server it seems that every character that has been around either:
1)Has taken shadowdancer or assassin solely to gain HiPS.
2)Has stacked their "use magic device" skills to counteract HiPS by utilizing scrolls and throwables.
This is coming from someone whose main is a HiPS build, so take that for what you will. To prevent invalidating a number of builds (like mine) that rely on HiPS, I think a reasonable fix would be to make the cooldown on stealth roughly thirty to fourty-five seconds rather than the standard five seconds, to prevent rapid utilization of HiPS to both force themselves to be de-targeted and stack an unreasonable amount of sneak attacks on opponents they're facing directly. The most extreme measure would be to remove HiPS completely, which in a way makes sense. While it functions mechanically, it doesn’t make much sense in the context of roleplay. Even the most skilled assassin can’t hide in an open field in broad daylight while being observed. Perhaps someone could argue a shadowdancer can, but that's another argument for another time I think.
HONORABLE MENTIONS
I'd just like offer my support for this build here, because I believe it would make for some fresh and interesting new class compositions. As an addition, with new types of whips on the server, I'd love to see new models for the whips as well outside of the blindingly orange one we're currently stuck using.
So, those are my gripes and suggested changes. Let's hear your thoughts on them! Anything you'd have a different idea of how to fix? Anything you think I'm mistaken in thinking needs fixed?