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elmeri_Thu 01-Dec-05 09:04 AM
Member since 13th Dec 2004
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#11088, "The big deal with outlander powers"


          

I believe they do not come close to equaling the limitations. Discounting ragers, who get a nice set of powers to compensate for their limitations, outlanders really have it the toughest. No coins is just eek. Not having easy healer usage is tough. On top of all this, outlanders have the toughest cabal to fight against.

Out of all the outlander powers, chameleon is the only one that really counts as something especially good. Being able to hide is great for a lot of classes, but it is still quite limited, since it involves having people come to you.

As an Imperial, a decent player has a fair chance of getting access to the sickest cabal power set in game. And even if you don't make it to Emperor, even the Elites of sects get some sweet powers. Light into shadow, imperial training, black sanc, power to resist getting your elite storm giant zombies from getting summoned. Hell, even blade of the codex is compareable (if not better due to convenience) than ignite.

As a maran, you get a power to practically negate your most lethal enemy, you get flight, and zeal will kick ignites ass, since again, you can have it on 24/7.

A scion mage will have powers to increase your offense with a nasty tracking nightwalker, able to prep for some sweet extra hp, ability to negate nasty opener spells, and a few extra non-pk perks.

And tribunals, while their skillset is limited, the pure power is way more than the respective for outlander.

Outlander powers in general are fine, but just too inconvenient to use. While the roleplay theme is cool, it's not a lot of fun to go around igniting stuff every 8 ticks, or to be forced to hang around in the wilderness with a thumb up your ass when nothing happens. The real solution would be to give outlanders a few easy-access portable powers.
Making subvert an automatic skill would be a nice idea, with possibly lessening the effect to just making the special guard realise his error and leave, instead of attacking tribunal boy.
Upping ignite timer would be nice, perhaps regressively so that keeping up one ignite would be easy, with a long 40-50 tick duration, the second one might be 15, and the last one could be 4-5 ticks, so you could slap it on when needed. Wouldn't make the skill all powerfull, but a bit more convenient to use.
Similar changes for other powers aswell.

As a side note, since tribunals have the <b>possibility</b> of gaining shackles + sequester, it would only seem fair that perhaps one specially marked outlander <b>could</b> gain access to the all powerfull insect swarm. It would level the playing field against Vindicators and the Emperor.

  

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TopicWanted to agree and disagree with Tac [View all] , Aiekooso, Wed 30-Nov-05 06:29 PM
Reply The big deal with outlander powers, elmeri_, 01-Dec-05 09:04 AM #5
Reply In summary, Theerkla, 01-Dec-05 09:25 AM, #6
Reply RE: Wanted to agree and disagree with Tac, DurNominator, 01-Dec-05 03:17 AM, #3
Reply Some suggestions and more of me reinforcing my own opin..., Tac, 01-Dec-05 12:38 AM, #2
Reply Outlanders, NNNick, 30-Nov-05 09:35 PM, #1
     Reply Disclaimer: I have not played outlanders, elmeri_, 01-Dec-05 08:02 AM, #4
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