New Meditate Reqs.
Does this really seem balanced to you?
I remember imms saying they don't like to make repetitive skills, when in fact they did, and they are both for the same stat. Why? If you did this to try to make spirit more important like I heard, you are going about it wrong. First of all, spirit has never been non-important for a mage. Its the fighters and snipers who have no use for spirit. So why make mages need more then they already do? If anything make expert profiencies need 25 spirit or something, or require spirit to bash and snipe.
I don't know, but I don't think upping stat reqs on mages who are already severely limited is a very good idea. Your just strengthening the classes who don't use spirit by weakening their opponants. Saying this is justified because their is an item in the game also doesn't work. That same item works exactly the same for the druids who can meditate without spamming, so they get the exact same advantage plus they get meditate. The logic here seems nonexistant, and I'd personally like someone to explain it, though I have my doubts to that happening. I'm sorry if this post came off as rude, but this was really a stupid change. I personally believe meditate should be 55 mind, just like its counterpart skill is in another stat. This would make druids who want it have to either up mind by 5 or spam, and the little half mages running around would lose a few points. These are the people that need to be reduced if any, not full mages.
-Craven, slightly angered his mages now all suck ass.
A much better solution to the meditate problem would have been to lower the spirit needed to 40 and add a mind req of 55-60 as it stands right now all this does is make us poor mages have to sit around for another 10 or so extremely boring minutes while we try and meditate. I have no trouble with the new gradual spam but to so hurt a mage like this buy making such a hard req is very annoying.
Hardly a fun choice.
but as it stands, i don't miss meditate too much compared to the benefit i'm reaping from having greatly reduced the number of silly spammers, or having reduced their stats to a more reasonable level.
if something was to be done, i'd personally ask for a mana-surgeon, somebody who'd use their own hps (5hp/5ma/5mv per mana operate? :p) so grouping does not hamper mages. as it stands, having mages group with anybody else other than mages makes runs far less efficient compared to groups with pure fighters and a surgeon... but then again mages still rock solo. oh well. not an easy choice
Kaeos...Demonic Order GM.
would be a hell of a lot less fun, too.
Mages do desperately need fight skills under this system. Of course there' always the exception that proves the rule -faint Skar- but mostly, combat spells -alone- simply do not deal enough damage to match a pure str/con/dexer's damage potential.
To all the people who like their c3 mages who have nospam med and find them viable, well - the opinion on whether or not a character is viable differs hugely. I, personally, do not find any of those I've designed with nospam med in mind (c3 mage only) to be viable, but that's just pesonal.
However, I'm glad the med req was at least lowered a bit so spamming for med if you have all the c3 word reqs isn't as much of a pain as it could be.
I would however, like very much to see something like a 60mind/40spir med req solely for c3 mages. Or heck, even make it 60mind 40perc/spir or 60 mind 40con/spir. It's easy for a nospam druid to say, oh I have nospam meditate and I can still cast my spells, I don't see the problem. The problem's simple. A 50 spir druid has lower reqs on -everything- else, when compared to a c3 mage. Lower mind req, lower perc req, lower con req, you get the idea.
Having meditate if based purely on spir go back to the old stats for everyone cept c3 mages is something I wouldn't mind, since druids need higher stats than the previous med req anyway, and surgeons...well..I'd prefer the current med req for all my surgeons. ;)
I just feel that in comparison, c3 mages have been given a rather bad deal when it comes to meditate.
The spells obviously don't cut it. However, I don't think the answer is to make it easier for mages to gain fight skills. I believe we should be lobbying for more effective spells instead -- spells that DO match a pure fighter's damage potential.
Despite Celeste's comment, I am not an exception to this rule. I suck at combat. Realizing early on that I couldn't be a top-notch warrior and be the mage I wanted to be, I decided to almost entirely give up on fighting and spend my resources on things that made me a better mage (+mana gear, platinum leaf, permafly). It's an effective approach, but only because I'm a create mage who can hide behind the creatures I summon. I doubt that a cause mage would do so well, and I still have serious limitations.
In order to address all the limitations of the mage skill set -- as I see it -- would require an almost complete redesign of the set. However, I have a suggestion for a feature that might be 'bolted on' to the current system.
In last week's Q&A, I suggested that the imms consider an 'arcane' weapon type -- one that performed in combat and did more damage if you had more mind. Something that would be analogous to the str/dex/con weapons we have now, but might use magical attacks like freeze or blast. Such weapons in the hands of a 100 mind mage should do at least the same damage as a staff in the hands of a 100 con warrior and perhaps should even do as much as a strength fighter. Perhaps these weapons might even use mana at a low rate as the mage uses them.
As far as specials are concerned, that's where the normal combat spells come in -- instead of choke, headbutt, or kick the mage would use stun, immolate, lightning bolt, flamestrike, etc.
In closing, I've always felt that there needed to be more of a separation between expert fighters and expert mages. If you want to fight and have spells, I think you should be less proficent at them compared to a character that specializes in one or the other. So if a mage has a harder time getting fight skills, I'm all for it -- just so long as they get their own rewards as compensation.