Hello all, after pretty much being called an uninformed idiot by miki today I thought hard about what he said. One of the biggest issues about this place is balance. I have thought of a couple things that could balance the mud out and I don't think it would affect the day to day to badly.
Afew of the classes that were brought up were enchanters for combat/magic exp per hour, and fighters exp for special. Here are a few changes that might improve this.
The first class I am goign to address is fighters. Leveling a fighter in special is a pain in the ass. Pretty much training decorative carving to 150 and then banking devs til you get balance weapon at 13th level and then thats what you get til whenever.
A way to change this and improve this without giving fighters a lt skill that tinkers curently use is give them reinforce armour. You could make this a level 25 skill and give the same exp that the level 25 tinker skills give. You could make the prereq for the skill balance weapon and not blacksmith and make it a one time thing. There would still be the chance of fumbling and ruining the armour like there is with balance and this would give fighters something to look forward too and not be too powerfull.
The next class I am going to look at is enchanter. I am going to take combat first. I am going to use Morningstar as an example and I do appologize MS right up front. The biggest complaint I ever heard From him was that the only way to level combat up effectively was to have someone rune around with him and cast haste.
How do we fix this. I thought of 2 possible ways:
First you could make haste lockable on weapons. I am not sure if this is possible since lock is intended for weapon enhancing spells. You could possibly make the command enable 1 at knife with morningstar....Not sure if the system is going to accept this but if it does there is a fix. You would also have to tweak the duration that you could enable the lock so that might rule that out.
Second and my favorite is to make 6 spells that the enchanter already has access to worth a damn. You could make statues, golems and dragon engines useful. I would suggest giveing statues the ability to cast *2 haste, golems the ability to cast *4 and dragon engines *6. You would give them the ability through improve such and such and it would be run off of mana per pet. I think it would be possible since clerics already have a pet that casts spells on it and it would really make enchanters over powered. It would just revamp spells they already have and make them fun.
Now as far as giving enchanters better exp for magic. The easiest way to do this is give them make the exp they lost in casting LT spells. This was already in the sytem at one time and was taken away. I am not saying you would have to give them back the ratio it was before, but more than it is now. I mean the two best spells they get are truw weapon and armour and they get crap for exp casting them. This would also have to be changed for the other guilds and I don't think it would affect them too badly.
I mean would it make sword mages and arch mages more powerful if they got more exp making bags. Or make clerics blessing weapons and armour. The only class i can see that would make a big difference too would be necromancers. I used to like leveling them by going making undeads first instead of black magic. I think this would give you a second option in leveling necromancer and might even make people want to play them again.
I hope I don't get flamed for this post. But I truely believe these are reasonable changes that wouldn't be too hard to imploment and would help balance things out some.
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