Posted by Infernal on 07/16
I got a few more ideas for creates
Let creates make milky vials/bless vials.
perhaps make them non tranfurable and non-rentable?
Perhaps even Detect invis vials
How about changing the spell that makes flaming shrouds and shields
so that insted of making a Item, it just enchants your shield/shroud
with the fire elements. Losing the 5stats by using these
items just isnt worth the damage it dose.
Create roots, healing power is fine, but adjust the amount of hps
you get from one root = to the ammount of mind you have.
say like at 60mind the roots you make heal 15-30? and so fourth
I really hate being 90mind and getting a 4hps roots then a 15 hp root then
a 30hp root.
Please give Greater summoning the ability to rescue, make them semi
usefull in pkill combat.
ok thats some stuff that I thought about to help the weaker
side of the mages out. I dont feel any of these changes will really hurt
the mud balance. But anyway please append
Sunday, July 01 2001, 04:34PM
I like your ideas for flaming shrouds, and for scaling roots to mind. It
makes sense that half mages should be only half as good as a full mage. I'
m not sure about the vials. It seems that would be too much overlapping
druid skills. As for rescuing greater charmies, creates are already fairly
strong in pkill, that would make them far overbalanced. I could see it
perhaps if target became a lot easier, a LOT.
Sunday, July 01 2001, 10:42PM
Someone could flame your post too...quimby
You did the same thing about whining for cause, only in
a less creative manner.
Monday, July 02 2001, 04:28AM
scaling effects by mind would be okay, but it'd probably be more
fun to simply have its range vary less with high mind. which is to
say, a 100 mind create mage will have roots that don't vary over 5hps
from the average (average determined by mind, of course) while a 50 mind
mage could have the same healing root, just that they'll also have roots
that do less than a cure light -halo-
as far as vials go, i'm all for them if limans get to brew vials
that detect illusion, hidden, ID, and create vials with fire elementals,
water elementals, golems, sprites, and perhaps even greater summons
and archers. Or the ability to make amulets of flaming shrouds, make
flaming staves of ice...
Monday, July 02 2001, 08:29AM
first off, if you have 90 mind, your wasting mana on the wrong
spells. try etheric void in pkill. or lightning bolt. dispel is
a very useful spell that simply doesn't fail, doesn't backlash,
and always removes sink. blinding flash simply rocks. stun, at
90 mind, rocks. homunculi give you the power to solo mobs like
cuch and the gods in ansazi. you get ID vials that aren't mind
dependant. You get a sixth hitter in etheric archer. frost bolt
rocks at high mind as well. wall of thorns, heh, ever use it?
you don't have to rent a perma light. you don't have to carry
a boat. you have the ability to destroy fighters and snipers
with walls. while moving up in levels, you get free eq that rocks.
you get free weapons that rock. you never have to buy food,
water, or bandages.
you whine that create doesn't have enough. you say that create
is the weaker mage. all that cause has is immolate, firestorm,
ring of fire, str, and bless. the rest is garbage, imo.
Monday, July 02 2001, 07:15PM
if creates are so strong in pk, how come i have such an easy time killing
Monday, July 02 2001, 07:16PM
plus your forgetting a -non-area- blinding spell, recall, the fact
that you can trade 10 str for another stat, stoneskin, great spell
a great healing spell that doesn't fill you up, and heals like 60
every single time at 100 mind, armor spell makes a BIG difference,
and watery death which does about 30 over frost bolt for the same
amount of mana, tanks that have 500 hp every time, even at 60 mind
Tuesday, July 03 2001, 02:42AM
I don't think it'd be fair to give the creates the ability to create
vials that you can easily brew for a small boost in one stat.
And I am a create myself.
Tuesday, July 03 2001, 05:03AM
Discussion about pk worthiness is rather moot because it comes down
1. able to flee from most or all situations, or at least have the
knowledge not to be in such a situation.
2. having a skill or two that could turn the tide with some luck.
2 1/2. ability to quickly get to a state where you can try the skill
mentioned in number 2 without hindering your chances of fulfilling
3. having a skill or the knowledge to prevent the opponent from fleeing
when requirement number 2 is met.
Some ignore requirement 1 and end up fighting what would be the
equivalent of 'standing naked in a room but with a stick beating up on
each other,' of the old days, or simply have no idea where the battle
will flow under the current tide. Most don't invest in a skill that
can turn the tide or does not know what it takes to turn a tide, doing
too little too late or nothing at all. And the rest don't have a clue
as to how to execute number 3 and allow ppl to execute number 1, and
give them a chance to execute number 2 at a time they find appropriate.
Of course it would be nice if number 2 can be executed at all times
against all opponents, but that would depend on a systematic flaw. SO
you improvise and manipulate to create an environment where number2
can happen, and if you are more meticulate you will consider number 3
so that you won't have to go through the same trouble twice, and
keep number 1 in mind in case the unexpected happens.
claiming one chartype is better or worse is no more than arguing
which hurts more, getting hit by sainglend til you die or getting hit
by aengus til you die. of course not all chars and certainly not all
players can fulfill requirements 1-3 against every char, so we get
chars that are easier to fight against than some. Some chars may prevent
you from fulfilling 1, some from fulfilling 2, some from 3, and
the better chars and players will prevent you from fulfilling two or
more of those things.
Monday, July 16 2001, 09:41AM
I have to disagree with your assessment of flame
shroud and shield. At low-mid level, they are absolutely
brutal. Maybe even overpowered. Even at level 50,
there are some mobs who they are extremely useful
against. The main downside to these spells, and to
creates in general, is that too many of these spells are
illusions, and too many higher level mobs detect illusion.
It also makes many of these spells useless when
fighting even a second circle mage in pkill. Outside of
that problem, creates have a nice variety of spells. You
can't use the same tactics no matter who you fight and
expect to win no matter who you are, but for create this
is even more true.
I would agree that roots are far too random, though.