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Started by Khego

Khego

Some radical but easy to implement (I think?) ideas for class balance by Khego.

The overall idea here is keep AIEW powerful with great DPS and good crowd control. But open up other wizard builds and provide more fun, interaction and strategy (more buttons) for other classes.

Change damage multiplier/formula on certain spells:

Killstar/Multiblade: Dex or Dex+Int – Think Ninja Stars. Gives DEX builds much needed AoE.

Mysticism Crowd Control Spells: Int + End – Open up new specific CC builds. AIEW base 25+5 would still be very good but something like AIGA 14+14 would also be decent.

Drain Life, Death Touch and Mass Drain: Int + End – Same concept as above. AIEW still very good at mass drain but gives the "Endurance Caster" some more tools. Death Wish is already in this game space and the whole concept kind of works… Mind Control and Necromancy… Liches, Crypt Keepers.

Crushing Boulder, Earthquake: Str+Int – OK, this would nerf AIEW but I really only use one of these spells in niche circumstances. Would provide STR builds much needed AoE and temporary crowd control. And you'd feel like a warrior making the screen shake and dropping boulders on heads.

If new spells for prestige levels is a thing, these ideas could obviously be expanded to provide new spells (buttons) in the existing spell circles.

Zewpi

Conceptually I like where your heads at. Definitely need more buttons to press for other classes. It comes up in argument quite often but i believe it's between 115-120 wizard buttons and 1(2/3 if you count guard/charge) hitter button(s).

All for giving some AOE to things other than int base specs, ninja stars make sense too.. but removing the scaling of them from wiz may be too big of a nerf even for me, and hybrid-scaling them makes certain race selections exponentially stronger (dex+int basically means if you aren't an elf this will suck).. Think the only real way of introducing it will be having individual spells added - unless it's possible to make them scale with SDM -OR- MDM depending which is higher, then both will be able to find some use from the abilities without the need to clutter up the spell books with even more abilities.

Of all suggestions though I am the biggest advocate of the mysticism scaling change - scaling with other stats opens it up to more classes - and it's such a huge core element of game balance that you pretty much need myst in every group, preferably 2 or more.

Though I still am of the mindset that introducing more "melee-oriented" spells/skills makes the most sense, lore wise, logically, thematically and in practice would be more satisfying to use than just the same old spell but it just does more numbers for your non-wizards now - it also makes it easier to understand for new players instead of them having to read notes somewhere, or just accidentally discovering there are random spells that scale with random stats.

PS- not as outrageous as you made out on discord. Disappointed. I like the idea though, but not sure converting current spells is the best or even the easiest way of doing it code-wise.

Malfiore

I especially like the idea of spells that scale with a primary stat + INT, as that rewards hybrid/adventurer builds. For min-max strength or dex builds, better magic would be icing - for hybrids, better magic is long overdue

Zaps

I agree. One of the easiest and best ways to provide a breath of fresh air to the game is to redo the mechanics of spells which are never used. I like the idea of making some spells scale with different stats. Could easily buff spells for other classes without nerfing wizards by making some spells scale with max{str+int, int} or something. The most powerful ranged spells should still be pure int based but it might make sense for the most powerful "touch" spells to be something else such as (int+endurance).

Also, the spells which are difficult to target should do way more damage. Things like fireball which target the ground and can miss your target when the target moves. There needs to be extra benefit for this risk.

Wyrd

Terrible ideas only structured to boost your particular playstyle. I.E. Boosting Myst on an Adventurer mainly

Khego

Terrible ideas only structured to boost your particular playstyle. I.E. Boosting Myst on an Adventurer mainly

Tfw you jump an Adv 2 on 1, lose, then dig up a 9 month old post he wrote to try and get a jab in.

But come on, you know which builds are the most powerful. Just because you lost 2 on 1 vs. Human Adv you're not a complete idiot. I don't really care about the specific spells or play style in my original post. The overall idea is just to create more play styles than "All X Stat"