Post by The Wraith on Aug 29, 2007 12:06:38 GMT -6
On more than one occasion I've noticed that if the mages in the party are done harvesting or don't need MP, then everyone is ready to end the battle. This can be a problem for melee classes that rely heavily on MP. I think MP is just as important for melee classes as it is for mages, and it is a constant struggle to keep your MP up as a melee class. Mages can meditate a round or two and they're good to go, while a melee class would have to rest every other round in order to continue using their skills. As a thief backstab is my only means of making a decent attack, but in order for me to use it consistantly I would have to rest half the battle. I suggest either increasing the amount of MP gained while defending, or increasing the amount of MP gained after battle for melee classes. This isn't such a glaring problem for some classes, namely the ranger, which is the only melee class able to deal consistantly high damage due to their percentage increases at the beginning of the battle. Everyone else is stuck using their skills for the first few rounds and making regular attacks after that. Unless they choose to rest half the battle, which essentially means they arn't helping that much.
EDIT - On second thought the MP is probably fine the way it is. I'm just trying to think of ways to make the thief a more useful class. With possibly the lowest normal attack of the melee classes, we need something that gives us a little bit of an edge like the other classes have. Backstab does fit this role I suppose, but after you've used it a few rounds you're left with normal attacks for the remainder. Then you have the problem of starting the next battle with almost no MP at all because you wern't able to harvest enough in the previous. Maybe I'm just afraid to ask my groups to defend and rest for 9 rounds so that I can get my MP up because I don't like being a drag on the party.
Here's a thought, perhaps the thief should have the ability to literally steal HP or MP? Either that, or increase the percentages that hide adds like I suggested in another post so that their chance for a critical hit is higher than average. I think hide should add 75% to both evasion and attack speed.
EDIT - On second thought the MP is probably fine the way it is. I'm just trying to think of ways to make the thief a more useful class. With possibly the lowest normal attack of the melee classes, we need something that gives us a little bit of an edge like the other classes have. Backstab does fit this role I suppose, but after you've used it a few rounds you're left with normal attacks for the remainder. Then you have the problem of starting the next battle with almost no MP at all because you wern't able to harvest enough in the previous. Maybe I'm just afraid to ask my groups to defend and rest for 9 rounds so that I can get my MP up because I don't like being a drag on the party.
Here's a thought, perhaps the thief should have the ability to literally steal HP or MP? Either that, or increase the percentages that hide adds like I suggested in another post so that their chance for a critical hit is higher than average. I think hide should add 75% to both evasion and attack speed.