Megamud chang efont11/6/2022 ![]() ![]() (These are numbers from my personal class design files and would be open to tweaking as they are balanced for a full custom realm with far more spells and top-end gear than is currently in game) Here are some examples of spells and weapons that could be used to further this concept: Keeping these things in mind, new ideas could be geared towards making their toe-to-toe combat the best of the 1-H classes. ![]() They are the only one-handed class that doesn't get stealth, and also the only one-handed class that gets smash. Warlocks are supposed to be like a mage-knight, and would benefit from some nice class-only weapons geared toward smashing and fighting both. I list some examples below of how to carve out a unique niche for these classes while maintaining some semblance of balance. I think that Gypsies and Warlocks are fine on the exp chart, but need to be provided with tools to better compete with other classes on both PvP and PvE. How does the class perform in PvP and/or PvE, and if there is a discrepancy, does the chart difference provide the necessary balance? How does their class strength compare to other classes when including the exp chart in the equation? The second step then becomes balancing them against other classes while keeping their exp table in mind: ![]() Is the class concept unique enough to warrant the class's existence? What tools do they need to be desirable compared to other classes? (New buffs? New attack spells? New gear?) What is the playstyle design? (Do we want them to BS? Swing? Smash? Cast? Sneak?) When working on classes, I start with an overall theme for the class: It is my belief that several classes need to be improved to bring them up to par in terms of desirability for the modern Greatermud game. ~190%(Mages currently can pull over 7 mil/hr at top end for a measly experience chart. ~210% Mystics and ninjas are more powerful on Greatermud because of excessive crit and dodge compared to MajorMUD. ~325% Mystics and ninjas are more powerful on Greatermud because of excessive crit and dodge compared to MajorMUD. The numbers aren't set in stone, but the reasoning is pretty solid: Current classes would benefit from rethinking the charts based on effectiveness on Greatermud. I don't see new classes as being necessary until there are new abilities to back up new concepts for them. This thread is a fresh, on-topic continuation of discussion found toward the end of this thread: topicseen#msg20729 ![]()
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