weems wrote:Celeborn is already well aware of the problem with the balance of magic. He told me this back on the test port when he was tweaking MR etc. This post wasnt for his benefit, it was to generate discussion on the topic of this system which is, whether you (Nuitari) will admit it or not, broken.
Maybe through discussion some new ideas can come up.
Edit: And I'm not 'complaining'. I hate hearing that whenever I point out something thats imbalanced.
Sorry for the harsh reply. Yes, there is some imbalance with magic, and you do make some valid points. However, MR is not as nearly as hard to get as it used to be; if you are a pixie or a gnome and have designed your character halfway decently, you shouldn't have much problem getting it. There are also other protections vs magic. If you aren't a pixie or a gnome, your problem is racial imbalance and you should wait for the race patch. As for resists, they ARE a viable means of protection. You don't have to have the max resistance to be protected from something; even having 30% resist is an effecitve 42% bonus to your hp and healing against that damage type. Combine this with saves and some universal damage reduction, and spells aren't nearly as effective against you. You can easily and cheaply fit two resistances on each piece of equipment you use, and this can be used to give you decent resistances to most damage types. Also, no character has access to all elements, they get a limited number, and you can see which ones they can use by "whois"ing them before you fight. Physical resists are also a problem, players tend to max their physical resists before even looking at elemental ones; I think enchanting of physical resists should not be allowed and instead players should derive some amount of physical resistances based on armor type(cuirass would have slash/blunt, leather slash, chainmail[if it's ever added] pierce/slash, etc)
While our magic system COULD be better, it does work and there are other things that could use fixing more urgently, not to mention the fact that any changes made to it have a good chance of being worse than the current magic system. A nice tweak might be to increase the range on MR piercing rolls and give a similar roll to the spell target(ie: the caster adds 1d100 - 50 to his complexity, target adds 1d100 - 50 to his MR). This would almost always give a CHANCE for spells to be resisted, depending on Complexity and MR, and very rarely a guaranteed hit or miss.
Isabelle wrote:
/begin sarcasm
It's your fault weems, you implied /change/
and regardless of your idea, it could be the best idea in the world, of utmost simplicity, and could instantly fix everything.. that means nothing, the thought of change was implied, and therefore your idea can not be considered
/end sarcasm towards those who resist change, of any form
Change is not always resisted. For example, look at my reply to Celeborn's proposed changes for the new patch. You complain about me opposing one part of it, and therefore opposing all change, when I actually supported a good 90% of it and only opposed one part, which was blatantly bad. Nearly every change you propose, Isabelle, is a negative one for players. That is why many of your ideas are opposed, not some irrational resistance to change. Try looking at proposed changes from a player's point of view before proposing them. It'd also help if you played DL more, and played it like most of us do: spend the long hours gaining epic levels, collecting cash or mining to get powerful and expensive equipment, and having the result of all that time and effort subject to the whims of new patches.
Isabelle wrote:
Magic should.. be exactly like melee fighting
No, it shouldn't. Magic is, and should be, very different from melee fighting. Choosing a warrior vs a mage shouldn't just be a choice of whether you want to type "cast breath" or "lunge". I'm sure that would be easier to balance, but ease of balance should not take priority over diversity and fun when planning game mechanics. If it's too hard to balance...ask for help. I'd be glad to help design or playtest any balance changes you want to make to the game, and I'm sure many other players would as well.
Isabelle wrote:
you have something more powerful than you, some form of damagereduction would be in effect possibly, just as if you were swinging a blade.
The differences would be in the power/damage of the spell, and the effects the spell causes.
Higher level creatures should automatically have a reduction in the amount of damage received from those spells which are cast from a caster which is a lower level than the target.
Universal damage reduction already affects magic damage. This is why a no-fec breath doesn't work on txachamitxchual or tez. This damage reduction is available to players(put fecs in inner peace, epicbuy dr, use a potion/wand that adds dr, use "the reed" starsign or choose orc or knight in next race patch). Universal dr + resistances + saves give good defense against damage spells. Just because players are too lazy to use these or experiment doesn't mean that they don't work.
Isabelle wrote:
magic should all be split up into categories, allowing players/monsters to have resistances against them
they pretty much have their categories now, nature, physical, etc
just no real resistances to counteract them
School-specific resistances would be very nice, just make sure they don't apply to your own spells.
Navith wrote:
defensive spells are also one of the deep roots of the problem, specificly speed spells.
No, they aren't. Speed spells themselves are not a problem, it is the Cie runes that allow you to cast infinite spells which create the problem. A super-fast caster that doesn't have unlimited mana is going to run out of mana very quickly, just how a warrior attacking quickly runs out of balance now. Being fast DOES give you an advantage, but, then, it's supposed to. The huge advantage from it now is because of free spells combine with the speed.
Lingolas wrote:
Also, i seriously dout that we will ever be able to balance melee vs. caster unless we get rid of the triclass system. I find the triclass system to be the root of all the imbalances. If we decide to get rid of the triclass system, we would be able to see the imbalances amoung classes and races much more clearly.
I vote for a single class
No. The triclass system in DL is by far my favorite class system on any Mud. It is diverse, allows for huge flexibility in character creation, and is very fun. This is one of the fundamental parts of DL that makes it great; one of those key features setting it apart from other muds. Don't mess with it.