weems wrote:I was complaining how the system was imbalanced, citing examples where casters have an absurd advantage as far as enchant space management goes.
I understand the system perfectly. Apparantly, a lot better than you.
No he isn't. He's saying it's imbalanced, and in many cases the exact opposite of what YOU said.
Isabelle is correct. Magic needs to be simplified. Theres too many variables to balance it currently, if ever. Magic doesn't scale up right, it gives quick bursts of power, and then it dies down. Being able to become immune or near-immune to magic does not make it balanced. That just makes it terrible for CASTERS.
The equipment is a large part of the problem, as Quintos said. Especially seeing how spells max out. Enchant rate and possible damage roll/AR wouldnt go up at the same rate even if spells WEREN'T capped. Casters get screwed in many ways, and gain the advantage in PvP. Thats not balance, if you think it is then you need to go over to webster and look up the word.
Simplification is the key. I don't think we could ever go as extreme as what Lingolas said, with going to single class, but it would be nice if we could. Magic needs to have an easier way to scale up, and physical damage users scale up far too easily, but this goes into the other thread, where I was agreeing with Isabelle on the removal of damage roll.
So you're complaining that at higher epic levels, fighter types do more damage than casters because of enchanting of damage roll?
1. In most cases, it takes a thrust or lunge to make a warrior do more damage per-hit than a caster's breath. A lunge is slower than most damage spells, not to mention the fact that a caster is likely to be faster than a warrior.
2. The warrior has limited balance; once he runs out he cannot attack until it recovers. A caster can enchant as much mana as they need, plus they have cie spells to rely on if they somehow run out of mana.
3. The caster can heal much more effectively than the fighter, and likely has a free heal wheras the fighter does not.
4. The fighter has to get within melee range of the caster to optimize his damage, otherwise he's stuck with bows, which have far less damage potential(mostly due to their low crit values and slower attack speeds). The caster, on the other hand, can run away while firing arrows/meteor/cone and other such spells.
5. Damage spells are not all a caster has available to him. Ever heard of foolishness, weakness, confusion, psionic blow, faerie fire, slow, poison, or any other debuffs? How about Conjure Elemental or Summon Faerie? Those are all very powerful and are not capped.
6. In DL, most characters are not simply "Fighters" or "Casters", nearly every character in the game has both fighting and casting classes. For example, while I focus primarily on phyiscal combat with support spells(and my classes reflect this), I have summons, damage spells, and debuffs to use against challenging opponents(ie: Vogar). Individual classes don't have to be equal, especially in a system where everyone gets three.
The overall magic system is fine. There may be imbalances in it, but those need to be addressed individually; not by replacing it with a new magic system which will have its own flaws.
As for simplicity; if you want perfect simplicity and balance, go play Paper, Rock, Scissors. Complexity is a major part of what makes a game fun and gives it staying power; just because it is beyond your metal capacity doesn't mean it needs to be simplified for everyone else.
Weems wrote:
I understand the system perfectly. Apparantly, a lot better than you.
Oh ok, I guess I'm wrong and you're right, then.