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Forum Name Gameplay
Topic subjectPoll Classes: Order then in need of tweaks in your opinion!
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=12121
12121, Poll Classes: Order then in need of tweaks in your opinion!
Posted by Caleban on Wed 31-Dec-69 07:00 PM
From most in need to least:
Ranger (need a skill set at level 43+ that makes them more party friendly)
Shaman(seems very boring and not very representative of their empowering Imm.. would like to see each Imm have a specific commune granted to the shaman follower)
Anti Paladin(would like to see more demonology focus with different demons yielding different AP types)
Assassin
Thief
Healer
Invoker(want to see a para-element type :D)
Conjurer
Druid
Transmuter
Paladin
Necromancer(I so wish I could make a vampire :D but that would require some Imm compassion and a HECK of a lot better RP on my part to make it worth while for the Imms and playerbase. A very selfish wish)
12129, Invokers.
Posted by Aiekooso on Wed 31-Dec-69 07:00 PM
I may be the minority in this, but I still dislike invokers. I'd like to see them limited in their path choices. Let them pick maybe three paths and give them a subset of spells based on the paths they took. In my opinion it would make the class more fun and bring invokers into line with the rest of the cf classes.

I'd put them down in a fourth place tie on my list with Shapeshifters. My top three classes needing change are Ranger, Shaman, Thieves. In my opinion the change to the thieves was the most disappointing class change in years. I'm not trying to take anything away for the hard work the imms involved put into it, but it seemed only half completed when the class went into place.

I'd also ask a small transmuter tweak in the mana cost for a lot of the spells. I hated with my last transmuter that I had over 1300 mana but could blow through that just battling one person. Neuro I think is about right, but disrupt bone, organ and buoyancy could be lowered a bit.
12123, RE: Poll Classes: Order then in need of tweaks in your opinion!
Posted by Aarn on Wed 31-Dec-69 07:00 PM
Rangers and Shamans have both been discussed. I would be against having each imm give out an individual power to their shaman followers, since we would then have people picking their religions based on which power they want. Maybe if it was just the same power, but redressed with different echos... anyway, I think the shaman class could use some more "flavor". Maybe in the form of fancy echos, ala necromancers.

Thieves could probably use some tweaking, in particular readjusting thief paths and skills. Q has commented publicly on this before, and I imagine we'll see some changes to it eventually.

What exactly would para-elemental spells do? Just out of curiosity!

The best thing we could do for healers, per Drok, would be to permanantly alias "lash" to "slap self". :P

Aarn.
12124, RE: Poll Classes: Order then in need of tweaks in your opinion!
Posted by nepenthe on Wed 31-Dec-69 07:00 PM

>The best thing we could do for healers, per Drok, would be to
>permanantly alias "lash" to "slap self". :P

Don't dumb it down for the masses, man! It's alias lash to delete.

Bards, roundhouse? Yeah, I'm lookin' at you too.
12128, Don't forget....
Posted by Kazadan on Wed 31-Dec-69 07:00 PM
... Invokers, Pebble to Boulder.
Warriors, Bash.
Paladins, Wrath. (Well, sometimes this works)
and the new one...
Cardinals Against my Transmuters, Curse of Radiance (Huh?)

- Kazadan/Runaktla


12122, RE: Poll Classes: Order then in need of tweaks in your opinion!
Posted by nepenthe on Wed 31-Dec-69 07:00 PM

>Shaman(seems very boring and not very representative of their
>empowering Imm.. would like to see each Imm have a specific
>commune granted to the shaman follower)

I think I'd rather remove my gonads with a spork than go that direction, because it would cause me marginally less suffering. Having to set up and try to balance a new tattoo for each new imm is often enough of a trial for my sanity without adding to it. :P

>Invoker(want to see a para-element type :D)

Like ice or ooze? :P
12125, or Lightning? Right? nt
Posted by Aodh on Wed 31-Dec-69 07:00 PM
asdf
12126, Nope!
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
Lightning is a quasi-element.

Para-elements are formed from two elements (e.g., Ooze is Water/Earth).
Quasi-elements are formed from an elemental plus either Positive or Negative force (e.g., Lightning is Air/Positive).

More detail on this can be found inside the Lyceum.

valguarnera@carrionfields.com
12127, Oops!
Posted by Caleban on Wed 31-Dec-69 07:00 PM
Lightning is one of the six basic magical elemental paths in invocation's Lyceum description when compared to the four of nature. And worse it says "In nature, ice is considered a para-element, and lightning is a quasi-elemental. Weird no? :D

Of course in Zeruel's discourse it is a quasi.. but I heard some neat IC ideas about lightning being a para but hey some people are just crazy, no? Personally I hate the idea of quasi elements. ;)
12130, Quasi-elements
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
It is explained above the figure in http://www.carrionfields.com/Help/Religions/Spheres.html

Though I'm not quite sure which quasi-element sits above and below which element.

What more would you ask for para-elements? More spells? Smoke path perhaps(maybe it would be a maledict path, but in different way than ooze. Blindness, asphyxiation, etc.)? For quasi-elements too? Vacuum path?
12131, Hey thanks! Cool diagrams.
Posted by Caleban on Wed 31-Dec-69 07:00 PM
No what I would like to see is six main elements:
Frost-Fire, Water-Lightning, Earth-Air.

Then you could have a ton more para-elements and have invokers who were main elemental paths or one that had para-elemental paths as well. Give a heck of a lot of invoker fun. :P Also having six main elements would mean conjurers would have two more main elemental types to summon in: Frost and Lightning elementals! And that would be cool too! Though I think the entire population of Fire giants and Arials just took a vote to have me banned from posting any more. :P

Also I think APs would be more fun if they had demon related powers from demons of specific elements.. or if you want negative based quasi-elements. Since you could have six main elements you could have demon gifts from six quasi-elements. (an aside: APs seem to me to be highly gear dependant so why not give them locate object and identify?) Though to me Ooze, Magma, Ice and Smoke demons/devils all seem quite logical.

There are so many neat elemental ideas that are not incorporated that it would be fun to see a broadening of their use. Also making a class not easily predictable is fun too! Love warriors for that reason. I think classes that have great skill trees make CF the absolute best true roleplaying online game(a Trog no less! mmporgs have little to ZIP rp from all I have played.) to play. Would be nice to see more of such things incorporated.

Now onto rangers... j/k
12133, Yup. Because...
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
Lightning is one of the six basic magical elemental paths in invocation's Lyceum description when compared to the four of nature. And worse it says "In nature, ice is considered a para-element, and lightning is a quasi-elemental.

When Zeruel wrote that, Theran invokers had not unlocked the secrets of Ooze magic. The tome is outdated, but correctly outdated in an IC sense... Zeruel the character would have had no knowledge of invokers casting ooze spells.

valguarnera@carrionfields.com
12134, Cool! Oh and to the rest of you lazy @$!@#@#$$# j/k
Posted by Caleban on Wed 31-Dec-69 07:00 PM
Answer the poll please? Oh and @$!@#@#$$# = dear wonderful gamer type people. :D

Oh and what is cool about the need for updating is that some RP focused character could have a blast writing a new treatise on magics!

Hey could you run a contest for it!?