Posted by Agni on 05/29
Let's get to the point first:
Req's for fighting skills on stats other than dex/con/str is
Mages, currently, are "balanced" because they have many other stats
they need to have in order to maintain their spells, con, min, spi, perc.
Adding requirements of such stats to fighter skills, basically, force
fighters to maintain similar stats as mages, without the option of being
able to cast spells.
Especially, if the new requirements are BELOW what mages already have to
maintain in order to cast spells.
Before, a fighter had 60-70 stat points over a mage (at least) and at most
roughly 150 points if we're talking about Dudley vs. Vajrapani.
(the stat points are differences from strdexcon)
Even then, when you put the two types of chars head to head, you can be
sure that neither will have a definate edge over the other, and they still
pretty much go toe-to-toe, or, when using the surroundings, you could say
the dex mage has more an edge over the straight-out-fighter.
Now, with perc req, you rob the fighter of 25 stat points, in addition to
the 25 pts taken via the mind req.
Moreover, this new requirement has no effect whatsoever on the mages, as t
they are forced to maintain 30-40 perc in order to have all the spells.
If you put in a check, where a person with chant could only dodge with 55
perc, the requirement would be fair, as both char types will have to
work to get the skill--but of course, that puts the skill beyond most
If new requirements are to be made, they should be added to str/dex/con,
instead of perc/min/spi. When making dodge have perc req, increase the
minimum dex requirement, and maybe even several other stats, so that mages
who want to use the skills, will have to adjust to the changes as well.
Maybe it hasn't gotten to a lot of people yet that mages are indeed the
strongest char-types in Legend, mostly because they do not miss out on any
skills a fighter can have. I could very feasibly create a full 2nd cause
mage that has 100 str/con, 100 str/dex, or 100 dex/con, with 40-45 pts on
the stat i am missing. That leaves straight fighters roughly 25-30 pt edg
e over such mages, and depending on the stat combo, that difference is
Why on earth would anyone make a straight-fighter when similar (or even
more effective) stat combinations and fighting options can be
achieved as a spell caster?
I for one ceased to make chars that do not have the option to cast spells,
and I had considered myself to be one of the more die-hard fighter fanatic
But with changes like this, there really is no point in making a fighter
char without spells, as such chars only benefit from quicker creation
time, and nothing else.
Friday, May 29, 12:56PM
A fighter char is further limited by their inability to heal themselves.
Every mage has a way to quickly regen hps, one way or the other, and then
they have skills that allow them to regen mana in addition to hps, effecti
vely triple/quadrupling their regen rate compared to fighters.
As a solo character, the only type of fighters that can match the kind
of xp runs a mage can do, are those that can spam for first aid, or those
that spam for root. Even then, xp runs as a mage (especially a 3rd cause
dex) is far swifter than one as a fighter, and in terms of pk-enabled char
s, mages (spellcasters) are less prone to a devastating disadvantage
when jumped during an xp run.
Again I'll refer to Dudley and Vajrapani, as those are the two chars with
which i've personally seen the difference.
Dudley, a 100 100 100 char, could solo Vampire/Cruzeiro/Seller before he
had to heal himself, maybe add a few more mobs if i didnt mind going below
150-200hps. Then he basically had to regen sleeping til repop, in order t
to have the same run going again. With a healer, he could kill almost non
stop until he had to stop for TF, which happens to be quite often,
considering that he has to beat up even more mobs to get the xp he would
Vajrapani, on the other hand, a 100dex/min char who later gave up some
mind, could go from Lion, rhino, tiger, beluga, bear, behemoth non-stop, a
and then add Herne/Bane after a quick regen break, which doesnt take
longer than 3-4 ticks to regen all of his mana and hps. No pitstops
for tf is required as he was self-sufficient, and no icky xp-splits
from having to group with a healer--as opposed to dudley's meager half
mil runs per repop, Vaj could pump up to 2mil xp per repop, and when
daring, much more than that.
In the end, although Vaj participated in more PK's a day than Dudley ever
did in his whole clanned life, Vaj ended up reaching 100mil a whopping
50 hrs before Dudley did. Considering that Vaj took about 30-40 hrs
longer reaching lvl 50 in the first place (getting rudh and getting sp
xp as a budding mage), there is a very palpable difference in the
efficiency rate of the two chars.
I know not everyone in the game is obsessed with efficiency as i am,
and i am well aware that fighter chars can be more valuable in groups,
but it seems like a hefty price to pay just to be more effective in a
Add to that the new requirement to perc for dodge, what we got is an even
less effective fighter char, but the mage types stay as powerful as
I don't know what the reasoning behind the new perc req. was, but it is
far from balancing, and quite a step in the wrong direction.
If anything, things should be implemented to cut down on the mages, instea
of the fighter chars, upping the mind req for 2nd circle words to 50-55 mi
nd and 3rd circle words to 65-70 mind.
Up the spi reqs of words to 45-50, and so on, and maybe then we'll
have something that looks closer to a balanced system.
Friday, May 29, 01:21PM
Oh yeah, did i forget to mention how easy it is to equip a
mage versus the difficulty in equipping a fighter?
And the rent difference?
Dudley could rent nothing but his fight gear, as his eq set
came up to 49.7k rent, and half of his eq is from SL, another
half are one-time quest equipments, and then an odd assortment
of eq from mobs that are relatively hard to kill.
Vajrapani, in his 100ish mind days, had nothing from anyone
tougher than a hol mob, and had enough rent free to rent a chalice.
(in addition to spam meditate gear).
Since in this mud, it is harder to get eq than it is to get xp,
that again tilts the scale unfavorably towards fighter chars, and if
we include eq-getting time into the char-gen time, those two would
probably break even, eliminating the argument that mage chars are
'harder' to make.