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Mage suggestions for balance

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Mage suggestions for balance Empty Mage suggestions for balance

Post  eve_of_disaster Tue Nov 23, 2010 10:02 am

Here are my proposed changes to help balance mages:

Remove Isacs greater missile storm (or make it do 1d4-1d6 per missile)
Remove Greater Sanctuary - or make the mage immobile upon use.
Change the bigby forceful hand to a +12 instead of +20 grapple check or give it a regular DC and make it lasts 3-4 rounds at most.
Change horrid wilting to do negative damage instead of magical damage.

Remove immunity to death items.
Remove freedom of movement items.
Remove haste items.
Make enchanted resistance items add less resistance. Maybe you need 2 acid flasks to give +5 acid resist?
Remove immunity to elemental damage items.
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Post  LordSurge Tue Nov 23, 2010 10:09 am

Do you really want to start that train going here?

Cutting out a variety of spells and items available is only going to lead to more of the same down the road until the only thing left is a watered down version of what characters once were. Up next will be HIPS for Shadow Dancers, True seeing spell, devastating critical, shifters, pale master immunities, red dragon disciples, etc.
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Post  Ragdoll_Knight Tue Nov 23, 2010 10:32 am

I agree with the Horrid Wilting and item changes, but I think we should focus more on making everything on par, rather than lowering a natural advantage.
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Post  Eriniel Tue Nov 23, 2010 11:49 am

Remove haste items - Haste by item property increases your HTF Rate exponentially, worth it for a quick get away but .... not worth long term use.

True seeing items - These used in moderation are perfectly safe...

Horrid Wilting - Being Necromancy it probably should be NE, but will have to read the spell description first.


Make enchanted resistance items add less resistance. - Lower it again? Eeek the last adjustment hasn't been tweek yet.

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Post  LordSurge Tue Nov 23, 2010 4:34 pm

Ragdoll_Knight wrote:I agree with the Horrid Wilting .

Pretty sure it's dehydration damage. Magic is most fitting.
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Post  eve_of_disaster Tue Nov 23, 2010 7:13 pm

LordSurge wrote:Do you really want to start that train going here?

Cutting out a variety of spells and items available is only going to lead to more of the same down the road until the only thing left is a watered down version of what characters once were. Up next will be HIPS for Shadow Dancers, True seeing spell, devastating critical, shifters, pale master immunities, red dragon disciples, etc.

Balance is always an issue. Cutting down on the immunity items and changing some spells, is a way to -balance- the server. There's nothing to suggest a few changes for mages will lead to changes for Shadow Dancers or the removal of devestating critical. I understand that you fear that when you start balancing some things there is a good chance that that will lead to more changes and in the end you fear not much of the original game will remain. But the changes I suggest are truely just balance issues. The Bigby spell I adressed basically ensures the murder of anything that doesn't have 40+ strength. Its one cast paralysis and no spell focuses required. Its just plain imbalanced and there are no excuses. Issacs greater missile storm maximised does 240 damage to a single target and since you can't make magic resistance items on the server there is no way to protect oneself from this damage. Ontop of that, again, no spell focuses needed - its just one of those spells that resist all logic and does its thing better than everything else, despite being a relatively low level spell and despite not requiring a single spell focus to do the job.
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