RE: Warpaint skill
as far as what the helpfiles say, thats fine. i got my information directly from the person who created it, which is fine by me. Just from observation though (having been around when the remort system was implemented), i havent seen some huge difference between warlords and destroyers which makes it completely unbalanced. The fact the 2 classes are supposed to be completely different anyway (in my eyes) justifies whatever skills they have and dont have. By the things said about it already (warlord having "helper skills" for instance)…thats what their skills do. Destroyers, on the other hand...destroy. We dont get helper skills. So we lose the ability to lend extra help to a formation or whatever, but are more aggressive and destructive in combat. Wow. Two classes that do pretty much what you're saying they do. Trying to balance classes so that everyone has something that cancels out something someone else has just seems silly, and completely defeats the point of choosing any class other than a predetermined set. Like, the bards music skill obviously needs something. spellcasting can be interrupted by bash, so if i slam into someone playing a musical instrument, i doubt they'd keep playing the song.
And since i dont post that often, i think behead being at 10% isnt terrible. sucks to be on the receiving end, but i wasnt aware it kicked in at 900 hp for ya myth? wouldnt it be like 500? i'm just guessing bc i cant see your screen, but i dont want the skill to be overpowered like that. if someone had me at 400 hp, the likelyhood of me winning, esp if they still had thousands of hp, would be small anyway...but its worth looking at if its kicking in at like 20% and not 10%. as far as making it a manual skill, that just sucks all around and without a solid reason to do so, i'd say let it be.
As far as something being overpowered, there are shitloads of things in the game which need attention. Druids (tree hugging hippies) having a powerful magical force called enchant weapon/armor being one of them. Powerful mages do such things, not someone who sits around in the woods and talks to rabbits all day. If nothing else, something like alchemist makes sense to have them, as alchemists create magical things (potions and scrolls currently) but would make more sense than druid, by far. I dont think that all classes should be able to cancel each other out then, bc you completely destroy the variety created by even going those things in the first place. If you want an aggressive character, choose marauder/destroyer...a questing character, go either paladin or gladiator and go crusader. gladiators have the choice of going destroyer as well, so the fact that if someone thinks they are overpowered bc they didnt go that class and are getting their ass handed to them...well, then thats just class choice and is a personal decision...not a game mechanics issue. its like going sorcerer for the web/silence combo, which is decidedly pk. if you're less into pk, you can go wizard...necromancer has spells like kill which at times is a viable (but difficult) pk option. that extends to the thief class (rogues dont get slit, assassins dont get steal or pick lock, ect) and so on....it all boils down to the type of character you want to create. whining bc you want a "helper character" and didnt get the other things destroyers did, and trying to limit them bc of it, is selfish and counterproductive. My suggestions would be to start over and redo the classes, thereby giving yourselves the options to do the things you want and not feel bad about it later. And that, as they say, is that.
posted in Suggestions Archive