Wider variety of scripting areas

Started by PTERY, January 30, 2011, 04:13:42 PM

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There should be scripting areas where monsters hit for less but have more hps to cater to the high damage, low defence classes (rangers, ninjas, mystics etc).

Discuss.


all those classes dont need more exp per hours

Yeah but their options are short for solo scripting, as versus say a warrior, paladin, cleric, witchy...etc.

It would be great to see more varied scripting areas like this. The problem is that if those areas are created, the warrior types will simply move in, as the way that combat works means that low damage for other classes equals no damage for plate classes. They will get more exp than the damage dealers in those areas so why wouldn't they?

Hmmm good point , but can there be way to make these monsters then more suscepable to being dodged with there attcks?
Also have a bonus to hit more often to just ac or high ac aka tank classes.

I would not mind seeing a change in a some areas that ould benifit the true spell casting characters both board wise and exp. wise...
A mage built mainly to cast will have more mana regen and a higher spell casting than one built to swing at mobs.
So why not have more monters that are very hard or impossible to hit with weapons but more susceptible to casting spells at them.
The dead creatures are a prime example where the priestly classes have turn and disrupt that do high damage on then while
Why not have an area like say the farms or tilled fields that have swarms of flies or fire flies or such that
regular weapons have little effect on but fireball or frostjet could hit.

Quote from: jim gilmore on May 09, 2014, 07:26:12 AM
I would not mind seeing a change in a some areas that ould benifit the true spell casting characters both board wise and exp. wise...
A mage built mainly to cast will have more mana regen and a higher spell casting than one built to swing at mobs.
So why not have more monters that are very hard or impossible to hit with weapons but more susceptible to casting spells at them.
The dead creatures are a prime example where the priestly classes have turn and disrupt that do high damage on then while
Why not have an area like say the farms or tilled fields that have swarms of flies or fire flies or such that
regular weapons have little effect on but fireball or frostjet could hit.


I need to eventually play some of these classes so I can see just where they are at now first hand.  Their performance in both pvp and bossing may actually make their weaker scripting more acceptable.  I'd be hesitant to make significant changes to increase their solo exp rates without playing the class first.

Quote from: Stalkerr on May 09, 2014, 08:37:11 AM
I need to eventually play some of these classes so I can see just where they are at now first hand.  Their performance in both pvp and bossing may actually make their weaker scripting more acceptable.  I'd be hesitant to make significant changes to increase their solo exp rates without playing the class first.

concur, priest is OP atm, mage is OP because slep is not polished, gaunt one needs to be changed to reflect regularmud still too. all these factors means pure casters are amazing, especially with the spell mod

Quote from: Torque on May 09, 2014, 10:39:09 AM
concur, priest is OP atm, mage is OP because slep is not polished, gaunt one needs to be changed to reflect regularmud still too. all these factors means pure casters are amazing, especially with the spell mod

I'm not sure I mind the see hidden being so strong.  I don't like 110 health with it though.  I think that reworking some of the way spells are resisted will help with the priests but I suppose they have an answer for just about everything built into them with high health, healing, good damage, and high defenses.

Quote from: Stalkerr on May 09, 2014, 06:53:24 PM
I'm not sure I mind the see hidden being so strong.  I don't like 110 health with it though.  I think that reworking some of the way spells are resisted will help with the priests but I suppose they have an answer for just about everything built into them with high health, healing, good damage, and high defenses.

My level 55 druid with 5th question spells (inferno) had literally no chance at all straight up against Game (55 priest srip). Not even a slight chance. 0% chance.

Similar thing with mages with slep the way it is now.

Spellcasters are still weak even with spell mod if the opponent has MR - MR is too powerful imo.

Another unbalanced area relating to spellcasters is elemental resistances. Priest damage spells aren't elemental and this makes them more powerful than a druids for example. Load up on fire resistance and the most powerful spell inferno is negated. This can't happen with priests and a lot of mage spells.

There is lots of fire,cold,lightning resist gear but no stone or water resist.

Part of the problem as I see if is that mr is too powerful at high levels and at low levels the spells do more harm to spell casters than they dish out.