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Forum Name Gameplay
Topic subjectRE: question for imm types
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=966&mesg_id=999
999, RE: question for imm types
Posted by Isildur on Wed 31-Dec-69 07:00 PM
Okay. Figured I'd throw in my few. Most of these I don't really think need changing. Or at least, I can't think of how I would change them without making them completely unrecognizable. Like I said, these are things that tend to worry me as a player.

1. Assassinate. Yes, there is risk involved for the assassin. Yes, there are things I can do to reduce the likelihood of him succeeding. No, I don't think anybody can do these things 24/7 without being willing to severely restrict themselves and/or spend large amounts of cash.

2. The Hunt. This should rank lower on my list, but it still deserves a place. Not because the Hunt can kick my ass, which it probably can, but because it makes escape that much harder. Druid + full moon means there are multiple areas I have to treat as totally off limits.

3a. Druid + plant growth + briars + CoW + sunray + chameleon. Spam = death.

3b. Invoker + improved invis + quicksand + {insert damage spell}. Spam = death. And I can't even "whe treant".

4. Gate. Don't laugh. Geared healer w/ cabal powers vs. wounded me w/ limited number of teleport potions. Could be nasty. Never died this way, but once came close.

5. Nightguants + clever conjurers. Easy to combat for hiding classes, but severely restricts gameplay. Not easy for non-hiders.

Honorable mention:

6. Blackjack + steal. Esp. when part of a gang. This isn't overpowered per se, but it's one of the things I usually fear as a player. Not that I'll necessarily die, but being robbed blind is no fun either.

Conspicuously absent:

7. Paladins + wrath. They can't lag me (well). They (usually) can't see me. They can't gate to me from afar or send servitors at me. Scary to fight, but easy to avoid. So not scary.