First off, apologies for the long delay between posts, the next semester has started and I'm retooling my weekly activities around it as well as preparing for an upcoming move as one of my roommates recently bought a house and I can't afford this place by myself.
Bael-elves
Necro healers were always kind of boned in general, though they could hold their own in PK with Pain.V and sneakyness combined with a fair bit of talent. As I see it theres two options going forward. One, keeping them at cloth like their brother guild, but granting them level 5 sheilds instead of level 4. The other, lowering them down to level 4 shields and granting them the leather armor that orcs and priests have. It will also be much easier for them to hunt with a weapon, ie training weapons, than before, allowing them to hunt much like priests used to. That will be similar across all three healer classes.
Pure Necromancers, similar to wizards, will take over part of the "warding" burden/privilege, retain their role as primary tappers, shields, teleportation, cold/pain lists and of course the good old namesake ability of their undead pets which were never really all that exclusive to them in the first place. I always thought that was a bit silly. Necromancers who can only summon one at a time and whose summoning ability isn't unique to them at all. Maybe I'll do something about it if there is an imbalance.
Skeletons
I've made a previous post where I described the joke ability "bone" and how Skeletons will have a second guild option akin to rangers/gnolls to take over evil's archer race. Of course the typical melee double fighter class will remain and will have Parry as well, though I cannot remember if they had it originally or not.
Anonymous
The big news of this post is a big thank you to the anonymous poster who has given me a link to documentation on the tempest engine, that is, really really really freaking detailed information on how the game works. It's uncovered a lot of tiny things missing from my database design. It would have all been picked up as the game was developed, but having it pointed out now saves significant time later on. So, Cheers to whoever sent that. It is immensely helpful.
I also have another message of appreciation to another person and those who came before him, who have offered material support of some kind. Thank you.
No Problem. I'd be glad to help test/build. Let me know.
ReplyDeletejohnjglinski@gmail.com
fyi, bael elves never had teleport.. skeletons originally had parry, but later lost it. couple other things i wanted to mention, but I've forgotten...
ReplyDelete- karsus
Oh yeah! CoX demons, later in the game, were given double, not melee. I'm not sure if you wanted to change it, or were remembering incorrectly.
ReplyDeleteHrm, must have been just vampires alone with teleport then? I'll toss that around in my head. That leaves bael-elves a little bland otherwise. I do know that CoX had melee, a little bit after magestorm came to mythic-realms I took a break from it, came back and played a CoX demon to at least mid twenties. It might have changed for double though later on. I'd still probably start out with them having melee and not double though, as double makes them too similar in ability to paladins and higher up in power than the other two crafters.
ReplyDeleteNecro's didn't have it too bad without teleport, because they were the only tapper with sneak. Pretty decent trade off for pvp.
ReplyDeleteOf course, this is your game so do what you will. You don't even need to have multiple guilds per race in evil if you don't want.
Yeah but its not going to be any fun if nobody else has any fun. I'll mill this around in my head some more. These are all easy enough to change.
ReplyDelete