The weak stay weak...
With the recent changes to dodge and parry, giving them a perc requirement, in essense the mages have just got another advantage over the 100 100 whatever, crowd. I for one, need all the help I can get, and losing the ability to dodge or the short-lived ability to parry that we were given (for just long enough for me, a str fighter, to waste a practice on it before the perc req. went in) is simply making the weak weaker in this system. And the mages, who to a man have the perc required to dodge and parry, get yet another advantage.
In essense, as I believe Tempus has voiced recently, the fighter types are becoming extinct in pkill, and I for one think that a variety in character type is important to keeping things interesting.
I realise that a parry req. has logic behind it, but really, the only people that this requirement affects that I see, is the people that are allready hampered by not being able to hunt, or steal in pkill, and are just made weaker by the perception requirement. Something that I don't need help with. =)
Chivalry - Angel of beaches and daquiri's for now
In my opinion, either pure fighters need to be given more advantages- for instance, making the 3 round skill lag on bash a 2 round lag instead, or something of that nature, or spellwords need to be given higher stat req's, in essence prohibiting mere dabblers from acquiring the truly powerful magics. Because pkillers are, in this respect, getting homogenized. And when every fight you fight turns into a match to see who can type stun first, it's a little disheartening. Don't get me wrong I still enjoy pkill very much. But I think I'd enjoy it more if there was more diversity in the types of pkillers out there.
Lady Yvonne Alexander.
Not that that helps fighters a whole lot.
Anyway, bind has some changes coming in real soon (I can't divulge the details yet because I don't know what they are and it hasn't been coded yet) that will give fighters a defense against this type of attacks.
The problem with the bash lag centers on the way the mud's combat system works relating to who has priority in combat... basically, if it's a 2 round lag rather than a 3, a 30 str mage vs 100 str fighter would never be able to get a special off at all.
And we intend to do some things with regen that may, in the end, help fighters quite a bit.
My question again though, is about dodge and parry. Haveing 3 levels of it makes sense, I can see that. I have had probably 4 or 5 pkill battles where the difference between my living or dying was under 20 hitpoints though. (In only 18 fights) One or two sucessful dodges there would have made a world of difference.
Yes, I was on the short end of those 4 or 5 battles
Chivalry - Angel of Brute Strength, and little finesse.
Anyway, I've been fighting several different straight fighters here and th ere, and I found that with a little luck, anyone could win. When I fight mage types, it has come to the point where I automatically assume on losing, and I'm already prepared for the xp loss, hehe
The problem with 'fighter skills' are the fact that there really can be no true fighter skills that are barred towards mages unless it is restricted by hometown, or by restricting it reversely--i.e., to have such skill, your mind/spi needs to be -less- than a certain amount, etc.
A 2nd circle cause can get any reasonable combination of stats, and even at the 3rd circle, if we were to up bash as Yvonne suggested, me (a mage of the 3rd circle) would truly have a field day. (not to mention con/dex fighters would be seriously screwed over) I couldn't agree more with the perc req on dodge/parry. The only reasonable way a fighter can get even remotely close to being even with mages is by sacrificing hunt and steal to gain a stat that is significantly more than that of a mage.
If there could be an OR on the stat reqs, so that a lack of perc could be substituted by excessive dex or str or con, things would work out quite differently.
Mages have the benefit of being able to put to use all 349 pts of their stats, whereas the non-mage will end up discarding, at times, as much as 30 pts to useless stats such as spirit (never mind that there's a +10spi quest that's relatively worthless for non-mages) and whatnot.
As always, Yvonne.
I feel that there should be as much diversity among character types as we can manage. We should reward specialization: there should be things that thieves can do that mages can't; there should be things that druid can do that mages can't.
For that reason, I've advocated for some time removing some of the spells that duplicate effects that are possible to get with skills. I feel that mages shouldn't be able to heal at all -- I consider that to be the surgeon or druid's area of specialization. I feel that mages shouldn't be able to sneak or hide -- I consider that to be the thief's area of specialization. Similarly, I would remove the spells for judge, calm, cure burns, sustained breath and vanish.
I'm also in favor of significantly increasing the stat requirements for spell usage -- especially third circle words. At the same time, I'm in favor of reducing the stat requirements for meditate and making it available at level 2, because low-level mages go through mana so quickly.
I'm also in favor of making third circle words require two practices, while increasing the amount of damage a mage can do with their spells. Increasing it a lot. I happen to think that 100 mind should be as dangerous as 100 strength. I think that raising stat and practice requirements would prevent someone from being a third circle mage with significant skill at arms.
Right now, I think we should remove healing spells. Definitely.
I think 100 mind is plenty dangerous as it is. And I don't think that simply powering up damage spells and removing all of the other tricks in a mage's bag would be at all beneficial.
1. Increase stat and practice requirements, making it more difficult to get expert weapons skills and combat skills while retaining full spell usage.
2. Remove healing spells, putting mages in the same boat as other character types.
3. Increase the damage possible, to offset the reduced combat ability.
The point of my suggestions is to reduce the combat ability of mages (a recurring complaint from non-mages) and jack up the damage they can do with spells, while removing healing spells as a consideration. I'd like to strike a new balance between combat ability and spell damage, not make mages grossly powerful.
And 100 mind is a joke, by itself. People may complain about fighter/mages, but magery isn't by itself competitive in either mobkill or pkill. Vanish, sneak and cure critical? Those are things I would take out, along with a few others. Players may complain about fighter/mages, but you can't fix the situation until you make spell damages competitive.
Clarification: these opinions are posted purely for my amusement. Nobody should be concerned that these suggestions will be adopted. Feel free to bounce ideas around with me, but don't worry about this stuff.
Btw bokonon, a dex mage can rip up peoples equipment pretty bad so they would probably wound a person pretty bad too, and a fighters hp is mostly all he has :)
Now, I know most would think, the fighter should use better tactics and stuff, but even vials get used rather fast..while twiced binded really kinda suck. And I'm sure I seen alot of tactics since my days fighting the grendals, etc. I have as a con/dex fighter beaten some mage hybrid, but lost more then I have won to bind, stun, and heal tactics.
Well, thats enough whining from me. Thanks for listening.
PS: This does not hold true to low level pking.
Sir Tempus Kittredge, Knight of Legend.
Admittedly, there are mages i've lost to, just as there are non mages i've lost too.
I believe that most of the time it's more the caliber of the player behind the character, not the character type itself.
But it is also rumor that you are a 3 100 stat character too. Which I'm sure most fighters are not.