Re: Guilds, Balance, Roleplay.
Posted: Mon Dec 26, 2011 4:08 pm
I've never felt that spells or miracles are overpowered. A cleric cant move and cast at the same time, so their attacks are constant, but limited. A cleric is best standing still, preparing for someone to enter, in mood defend. If want to take out a cleric that is just casting, I use agility and strong hits to kill them. If you see they casting, you can move away. They are not good chaser characters.
I've never suffered with any of my characters from powerful spells. Mages don't even engage in pvp that much.
Yeah, the dragonlance is powerful, but it's not unstoppable. Crusaders lost their best normal weapon, the riding lance, which was a good change. It's fine to let them keep their unicorn, because they are so expensive. Let them risk using their hundreds of gold coins. I don't really care, and I play evils. If a crussie brings a unicorn to a fight, their going all in. Sathos can defend against unicorn hits with shield and miracles, and anyone else can just run away (or strike them down though very tough). Also, the towers can be seen a room away, which is a fantastic change that nerfs them fairly enough.
I've never suffered with any of my characters from powerful spells. Mages don't even engage in pvp that much.
Yeah, the dragonlance is powerful, but it's not unstoppable. Crusaders lost their best normal weapon, the riding lance, which was a good change. It's fine to let them keep their unicorn, because they are so expensive. Let them risk using their hundreds of gold coins. I don't really care, and I play evils. If a crussie brings a unicorn to a fight, their going all in. Sathos can defend against unicorn hits with shield and miracles, and anyone else can just run away (or strike them down though very tough). Also, the towers can be seen a room away, which is a fantastic change that nerfs them fairly enough.