Class and New Spell Feedback

Started by Greater, December 10, 2022, 05:53:08 PM

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December 10, 2022, 05:53:08 PM Last Edit: December 10, 2022, 11:50:39 PM by Greater
We've had a fair amount of time now for folks on both realms to get accustomed to the new spells that went in this push.  Please leave your thoughts below on the subject. If you'd like to expound about the classes that use them, that's also welcome. Please be specific. If you like or don't like something, give a short explanation why.
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December 10, 2022, 08:53:29 PM #1 Last Edit: December 10, 2022, 08:59:28 PM by Fujin
I've said it before but I just wanted to share a more thought out viewpoint on ASLT and HIRE.
I obtained ASLT right at 60 and it felt unusable, it costs 60 mana on a full round and did less damage than my align5 spells. Being an evil mage, If I could NEBO it, that was more effective as a whole(have stuff to say about Nebo at the end), if I couldn't it was better that I used HSTO over ASLT on single targets.

Here are the spells laid out as a base, not applying MR reductions because I don't have those equations for proof of effect: https://imgur.com/a/TNsqh2X

It wasn't until I hit 75 and got lucky with getting a lot of spell damage gear, that my average round was finally on par versus priests with slightly less spell damage gear than myself(at least that's how it felt and appeared, every time I checked my rounds vs priests and even then, they were more likely to have a better round).

I think although hire has a lower ceiling, it having a higher floor, and higher base on the 1x casts and being 3x Round at 10 mana vs 5x round at 12 mana makes it a far more effective and better combat spell than ASLT and this is an "eldritch" spell, it works on anything making priests the best single target caster at end game and that's not even counting their buffs, healing and utility spells. It takes ~25ish levels for ASLT to become usable in its current state as a mages primary single target spell(assuming you don't get lucky with spell damage gear).

If i could change these spells, I'd keep hire as it is and make ASLT a 3x 12 mana spell, make it have the same floor until the middle ground where it'll slightly scale more than hire and make ASLT's ceiling less than hire at the start, more at the end than hire.

as far as NEBO is concerned, it always feels bad to 1tap something with it and not get the benefit of the secondary cast. IN cases where I'm trying to use drain spells to heal, I have to use deathtouch if the mob is more than likely going to be 1 tapped by NEBO, which is kind of a feelsbad drawback on a spell that cant be used on probably 1/4th(maybe more? i havent counted) number of monsters. It seems like a lot of the areas where I have to frequent, there's always a handful of mobs that cant be nebo'd, not that in itself is an issue I think its fine but having to use the low level pure drain spells in cases where Nebo 1 shots(which ends up being every area mod9 and below) feels bad.

GELE - Should contain water resist with the addition of those mobs in the game imo.  If druids are dealing in that realm they should get the res from it.

Hail vs atem - small min damage difference until atem maxxes out at 70, mean its not worth casting hail until you hit 71+ 

CLWO vs GRME - Similar as before, whether grme is too strong or clwo is too weak the difference between them should be examined.  Should have some more balance between them, otherwise its not worth using CLWO for a long time as a normal spell (outside a bossfight)

Elemental spells should possibly be looked at. As you age into higher level mobs the 2x cast just doesnt do enough damage a lot of the time unless you are only finding mobs with -50 or more res to the spell you are casting.  Also some issues arose in void around spellimu level versus what i could cast and do damage to some of the bosses.  Whether thats worth looking at or if its just a part of the void is a dev decision, simply pointing out there was a boss or two that i had to simply cast hail of stones in order to do anything to them.

Its not spell related but I will also add it could be worth a look down future resets at adjusting leather to be useful outside of resistance purposes.  Post 50 unless you want resistance for a spot leather doesnt really carry any inherent value over silk other than limiting a mage/priest from wearing an item.  Dodge becomes end all be all at the end and leather is more or less useless.  Re-tuning leather armor could make for some more intersting options for some classes that would normmally otherwise be BS'ers.  Could also give druids a path other than swapping over to full dodge gear.  Whether their builds be DR based or whatever.


After using the gypsy spells for many levels now, I will give my thoughts.

Ancestral link -> The dodge is great and the minor heal tick is great. Utility is huge on it and gives many options to build differently, especially as a combat gypsy. I was initially disappointed that it seemed to be difficult to cast but as I leveled it seems appropriate.

Spirit barrier -> Fantastic spell, and some argue it is "OP." It definitely mitigates damage but the scaling isn't fantastic for extremely hard hitting mobs or spells. Combat gypsy requires other choices to make it viable and it's not a "roflstomp just cast sbar" especially as levels and mob damage increases.  Also had a fair amount of fails when I first started using it at L39, but seems appropriate.

Frailty -> Arguably the strongest debuff in the game with the -50% DR. This makes a gypsy incredibly useful and wanted for most boss fights when a lot of melee is involved. Difficult to cast, mana heavy but is an incredibly strong boss debuff.

Curse of withering-> This might be a good pvp spell but really doesn't get much use out of me on PVE.

Greater shadowform -> I hardly used this spell as it didn't get patched until I wasn't BSing much.

Gypsy is in a good place that can compete with other stronger classes. Not the best at anything but offers strong melee, good dodging, good rooming/spell capabilities with sneaking and good BS options depending on playstyle. Obviously requires extreme gearing to reach optimal levels.

I like the addition of chaos shield for a bit more survivability, sleep as an option for boss debuffing.