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Post by Jumin on May 10, 2008 19:00:35 GMT -6
well, that's the draw back for making my build, but i make do with my other spells that i have at hand.
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Post by Bolt on May 13, 2008 18:13:24 GMT -6
Why didn't anyone tell me an agrument on thief stats was going on! *glares at Rand*
I know its old and all, but Bolt takes little damage anyway, seeing how he is built for speed >.>. With the vit I added, he takes less damage than he did before I was able to do that xD. Hell theives should keep that extra dex anyway. Like whats-his-name said they're good at lock picking so shouldn't they be good with their hands hence the dex? Hell strength on a theif, IMO, should get a 2 point increase. A blue mage at 55 and a thief at 55 have the same base strength. I find it extremely sad a mage, who focuses on damage spells, has the same strength as a melee class anyway. Or lower the bluemage strength gain. Either of those 2 ideas would work for me.
Like whats-his-name said I am so happy Hide will get more advantages ^^. Attacking same turn, lasting till thief tells it to go. HAPPY WONDEROUS TIME!
Side note: When the hell did I get an emperess? *glares at Rand again* I guess every King needs a queenish person but this is funny xD. Oh well, All Hail the King and Queen of Thieves! Bow down to our speediness!
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Post by Sur Realis on May 13, 2008 18:45:06 GMT -6
Why didn't anyone tell me an agrument on thief stats was going on! *glares at Rand* I know its old and all, but Bolt takes little damage anyway, seeing how he is built for speed >.>. With the vit I added, he takes less damage than he did before I was able to do that xD. Hell theives should keep that extra dex anyway. Like whats-his-name said they're good at lock picking so shouldn't they be good with their hands hence the dex? Hell strength on a theif, IMO, should get a 2 point increase. A blue mage at 55 and a thief at 55 have the same base strength. I find it extremely sad a mage, who focuses on damage spells, has the same strength as a melee class anyway. Or lower the bluemage strength gain. Either of those 2 ideas would work for me. Like whats-his-name said I am so happy Hide will get more advantages ^^. Attacking same turn, lasting till thief tells it to go. HAPPY WONDEROUS TIME! Side note: When the hell did I get an emperess? *glares at Rand again* I guess every King needs a queenish person but this is funny xD. Oh well, All Hail the King and Queen of Thieves! Bow down to our speediness! You effin' wish. Sur is performing a coup d'etat. (Funny thing is, I accidentally somewhat mimicked your build, though Sur is more built for survival, which means extra HP for magics.) Really, we aren't talking about Thief stats anymore, but my wants still stand. Sur missed a total 15 times by Skyre. FIFTEEN. That's low enough to keep track. She like never missed afterwards, except when I tried to kill an Air Elemental. That is a bit TOO accurate; accurate to a CRIPPLING point. However, if you decrease Dex from 4 to 3.5, there won't be quite too many extra misses while at the same time giving the Thief and extra small boost in another stat. As for the Bluemage thing, I actually think they make pretty good melees, with their ability to cast Boost. However, their ability to cast Poisonz and shitz is a bit better.
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Post by Rand on May 13, 2008 19:16:53 GMT -6
Keep in touch with me and I'll tell you when Thieves get mentioned, Bolt. Rejoice, dear friend and Monastery Runner, for Thieves will get many glorious changes.
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Post by Bolt on May 13, 2008 20:32:09 GMT -6
I always have messenger up while I'm on XBL so you have clear access to me. I might not answer right away if I'm in the middle of a gun fight or somethin.
I never kept tracked of how many times my theif missed. I used light weapons, sticking to daggers all the time. Only nondagger I used was the Falchion for Val and DM. I had a dagger for back-up but thats how I role for that area. A good thing about the dexterity of a thief is that you never need to spend a single point into it. It goes up past 150 I beileve on its own. I mainly put points into agility, vit, and str. More emp. on Agility and Vit. I may not be a heavy hitter but I can hang with the best of them!...when I have DD with me xD
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Post by lordphoenix on May 17, 2008 8:53:40 GMT -6
Just realized that I never posted this in what is (at least now) the proper thread for it.
Edit pearl. Just as whitemages are meant to heal and not nuke shit, and their ultimate attack reflecting this by being slightly subpar, Blue mages are meant to be the ultimate supporters, be it through disrupting the enemy force or strengthening the party's abilities. The longer the battle, the more you want a bluemage participating, using their skills to make the workload easier. With that in mind, here is current pearl:
Pearl- 80 mp- Does damage equal to Willpower*7 + 20 to 100. Pearl also attempts to inflict one of the following: Weak 1, Sleep 1 or Slow 1
And here is my rough idea of an edit:
Pearl- 60 MP- Does damage equal to willpower *4 + 40 to 80, and inflicts sleep 1, weak 1, and slow 1 on the target. Has a 50% chance to inflict poison 2 residual damage and mute.
What will this do for it? Give it more usability. Currently, pearl is that spell you use when you want to blow shit up with no regard for mp strain or practicality, and only when. With lowered damage and a lowered mp cost, it can be more attractive for debilitating a particularly annoying foe, especially if it has a chance of hitting them with most every debuff in the book, and not just a random selection of one. One key thing to still differentiate it from the other "ultimate" spells is that it would be completely neutral. Nothing would be weak against it, absolutely nothing would be immune to it or strong against it. In that vein, I also have an idea for nuke: make it ignore magic resistance like the flare spells of days gone by. An increased price tag for this awesome new destructive power could also be in order.
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Post by Jumin on May 17, 2008 9:03:02 GMT -6
nothing can resist my nuke but really, i don't recall any monsters that resist or are weak against nuke...
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Post by Kija on May 17, 2008 11:49:27 GMT -6
Both nuke and pearl are already like that. They use the "power" element, which no creature has any resistance to, except some bosses.
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Post by lordphoenix on May 17, 2008 14:52:45 GMT -6
Both nuke and pearl are already like that. They use the "power" element, which no creature has any resistance to, except some bosses. With nuke, I meant it should ignore magic resistance. I assumed the bosses had a high magic resistance stat, which is what made nuke hit so low on them. Anyways, when v8 rolls around and mag resist is an actual stat, make nuke ignore it ftw?
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Post by Rand on May 17, 2008 17:10:52 GMT -6
Why should Nuke ignore it? The fact of it being an "Ultimate" spell doesnt mean it should always have a clear-shot of doing the most damage it can all the time.
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Post by Button on May 17, 2008 17:40:54 GMT -6
Why should Nuke ignore it? The fact of it being an "Ultimate" spell doesnt mean it should always have a clear-shot of doing the most damage it can all the time. Lol, I can already see Jumin randomly shouting "GODDAMN RESIST!" in lieu of "GODDAMN RUB!"
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Post by Jumin on May 17, 2008 21:39:26 GMT -6
nah... i will always damn rub. even when it's removed. and i always got back up in my WM.
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Post by Sur Realis on May 17, 2008 22:33:29 GMT -6
I am so close to shouting, "GOD DAMN EAT!" everytime my Knight is eaten. He is, or was, eaten ALL THE TIME.
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Post by Takahashi on May 18, 2008 12:19:21 GMT -6
As I understand it, Eat was modified to have its chances of success be based partially off of the monster's attack speed. Kind of a "If it is (or isn't) fast enough to do damage, it is (isn't) fast enough to swallow you whole." deal. So if your Knight keeps getting hit, he'll keep being Chaotic Chow.
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Post by Sur Realis on May 18, 2008 23:15:51 GMT -6
On a random note, I wanted to point out the most annoying monsters in the game.
1. Ghosts 2. Iron Guards
Assuming you are at a mostly normal level to fight them. Or hell, even 10 levels higher than you should be in that area. I'll give you the run-down on why.
Ghosts
Sleep on hit, bad-ass Agility, and hellish Str to boot. Unless you are an Agi reliant Thief, Bluemage, Blackbelt, or are a Dragoon, you can't HOPE to go before these bastards. Sur Realis, with her respectable Agi, still lost out to them sometimes when Enlightened at Level 45. 45! And this is just trying to go before them. Then you have to consider if you could even HIT them, impossible for melees, and mages will probably be too slow to go before them. And unless you go before them and kill them then, they will rape you so hard with Sleep. This makes it impossible for my Level 45 Blackmage to solo Hassen - Mona with a 100% success rate. I mean, c'mon. That's a bit drastic, is it not?
I propose that the Shadow series of enemies have an Agi nerf. In Dainaria, Ranook, and ICs they are a plague, and make it impossible for melees to consider going it alone in there. Now, considering that they are ghosts, it does not make sense that they are slow, right? But does it make sense that they are fast? Who is to say that noncorporeal matter is so dense, so heavy, it weighs down the spirit stuck in the Chaotic of Shadows, Wraiths, and the like? If they are weighed down to Earth, how are they fast as hell anyway?
This would solve most every problem, without making them impossibly easy or impossibly lethal. It'll give people a chance to fight against them, yet the Shadow series still has that evil edge. If you leave Wraiths unchecked, even if they are slow as hell, will they not pwn your ass with Sleep spam? This is better than getting in a battle with 2 Wraiths at Level THREE even, and being killed at full HP without even a fucking TURN. AT ALL. CMON.
Iron Guards
Oh, these motherfuckers. They are mostly immune to Light, Lit, Fire, Ice, Drain, Poison, and Physical attacks. The only thing that does respectable damage to them are Dark attacks, which A) Suck ass anyway, and B) THERE ARE ONLY THREE OF THESE. This wouldn't be a problem that they are demi-gods and can hardly be killed, but they have WEAK 1 AND ICE 1 TO BOOT. When a melee is hit by Weak 1 from these, it's more or less game over. Their godly defense makes them impossible to kill (A Level 20 Knight with Weak will do maybe 7, 8 damage of their 40 HP.) This leaves them multiple turns to proceed to Ice rape melees, leaving them dead on the spot, and this isn't even considering the surroundings. And a mage that isn't a 17+ Bluemage has nothing to kill them with. Even Tier 2 spells will hardly do but about half of their HP. The Iron Guard's high attack power makes them lethal to mages, and their Ice 1 nonetheless is lethal too.
My suggestion is to take away Ice 1 from them and lower their physical power a bit; in compensation, give them Slow 1 and Lock 1. This makes them problematic, but not lethal in themselves. An enemy that doesn't end up at the top of the priority list even though there are 8 worms behind it that can eat you alive, but still can fuck you over.
I mean, think about it. When a Level 37 Knight STILL has troubles killing them, and they can still do a lot of damage to that Knight when they are Level '13' (heh, 13 and 37), that is just TOO DAMNED POWERFUL. Furthermore, if Iron Guards weren't godly like they are now, DM would be a much more enjoyable place, to solo and to party.
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Post by lordphoenix on May 19, 2008 2:28:27 GMT -6
I honestly cannot see how iron guards are giving you so much trouble. You seem to overstating the defensive threat greatly, I have a level 12 thief that can take out an iron guard by himself very easily, and it's rare that a focused tier 2 won't take one out in one hit. I would sooner put something like a death stare high on the list of bastard enemies. Ghost type enemies I can agree with you on, a slight nerf to their speed could make all the difference in the world, because when someone dies on the way to mona, it most always happens at those fucking ghosts.
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Post by Sur Realis on May 19, 2008 5:33:30 GMT -6
Iron Guards are a serious pet peeve of mine. It makes it hard for most classes to solo DM, particularly Knights. And, with my nature to piss off everyone I see in a five-mile radius, I end up soloing a LOT.
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Post by Takahashi on May 19, 2008 14:49:21 GMT -6
Sleep-capable (and paralyzing) monsters are currently only problematic because the approach for every status ailment is a bit short sighted; it pretty much boils down to "If you aren't Enlightened, a RM or a BlM, that ailment will always succeed." In the future, ailment defense will be fleshed out a bit so that more than two classes get any form of it without divine intervention. If monsters with high speed weren't guaranteed to turn you into a fleshy statue whenever they choose to use their special touch, it wouldn't be nearly as big a deal to try to kill them (or at least do something about the speed difference) in the first round of a fight. As for Iron Guards, the only thing I'd tone down on them is the power of their Ice magic. They're designed to be a monster that is a total nuisance; they're supposed to be the monster you kill not because they're dangerous but because they'll make the fight take forever with their skillset if left alone. As such, I'd give them less damage potential but far more nuisance potential. I'd give them their melee attack as is, Ice 1 with less damage than it does now, Barrier 1 to make it harder on casters, and Weak 1 to make it harder on melees. If/when a spell or skill is introduced that reduces the magic power of the target, I'd probably put it in the place of Barrier 1 for that added bit of 'you utter metallic TWAT' sentiment. As a sidenote, it is never supposed to be possible to solo any area without being safely overlevelled in comparison to it. I personally am more irritated when I hear about how certain classes CAN solo areas at or below the intended level range, not the opposite. This ties into why I used to secretly wish I could get away with turning Dragoon into the 'best' class since version 5 Knights and why I currently hope that Silent Retreat is put through a paper shredder before being re-submitted for v8.
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Post by Sur Realis on May 19, 2008 17:34:47 GMT -6
Sleep-capable (and paralyzing) monsters are currently only problematic because the approach for every status ailment is a bit short sighted; it pretty much boils down to "If you aren't Enlightened, a RM or a BlM, that ailment will always succeed." In the future, ailment defense will be fleshed out a bit so that more than two classes get any form of it without divine intervention. If monsters with high speed weren't guaranteed to turn you into a fleshy statue whenever they choose to use their special touch, it wouldn't be nearly as big a deal to try to kill them (or at least do something about the speed difference) in the first round of a fight. As for Iron Guards, the only thing I'd tone down on them is the power of their Ice magic. They're designed to be a monster that is a total nuisance; they're supposed to be the monster you kill not because they're dangerous but because they'll make the fight take forever with their skillset if left alone. As such, I'd give them less damage potential but far more nuisance potential. I'd give them their melee attack as is, Ice 1 with less damage than it does now, Barrier 1 to make it harder on casters, and Weak 1 to make it harder on melees. If/when a spell or skill is introduced that reduces the magic power of the target, I'd probably put it in the place of Barrier 1 for that added bit of 'you utter metallic TWAT' sentiment. As a sidenote, it is never supposed to be possible to solo any area without being safely overlevelled in comparison to it. I personally am more irritated when I hear about how certain classes CAN solo areas at or below the intended level range, not the opposite. This ties into why I used to secretly wish I could get away with turning Dragoon into the 'best' class since version 5 Knights and why I currently hope that Silent Retreat is put through a paper shredder before being re-submitted for v8. But that's the problem with Iron Guards. You can be 'safely' overleveled and they can still fuck you over if they decide to Weak 1 you then spam Ice. Thinking it over, I agree they should keep Ice but have it toned down a bit. As it stands now, there are but about four enemies before Skyre that can cast Elemental magic, two of which no one sees that much after they get past that area. Then Skyre has maybe two as well; Mesosaurs and Wyverns. Wyverns are almost entirely avoided, and Mesosaurs by then are often out-ran or don't do much damage anyway. And then, ICs, and you are SLAMMED with enemies that can cast magic. I'm interested in hearing if there are monsters in IC that -can't- cast HP-damaging magic of any sort. Ghosts, maybe? But they are already asswipes. The change from 90% physical attacks to 40% physical attacks and 60%.... OH! Armadons. They can't cast magic. ...40% physical attacks and 60% magic attacks is EXTREMELY drastic, a jump that is hard to make for all classes except maybe Goons. Pun so not intended.
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Post by Kyou on May 19, 2008 22:01:05 GMT -6
Sleep-capable (and paralyzing) monsters are currently only problematic because the approach for every status ailment is a bit short sighted; it pretty much boils down to "If you aren't Enlightened, a RM or a BlM, that ailment will always succeed." In the future, ailment defense will be fleshed out a bit so that more than two classes get any form of it without divine intervention. If monsters with high speed weren't guaranteed to turn you into a fleshy statue whenever they choose to use their special touch, it wouldn't be nearly as big a deal to try to kill them (or at least do something about the speed difference) in the first round of a fight. As for Iron Guards, the only thing I'd tone down on them is the power of their Ice magic. They're designed to be a monster that is a total nuisance; they're supposed to be the monster you kill not because they're dangerous but because they'll make the fight take forever with their skillset if left alone. As such, I'd give them less damage potential but far more nuisance potential. I'd give them their melee attack as is, Ice 1 with less damage than it does now, Barrier 1 to make it harder on casters, and Weak 1 to make it harder on melees. If/when a spell or skill is introduced that reduces the magic power of the target, I'd probably put it in the place of Barrier 1 for that added bit of 'you utter metallic TWAT' sentiment. As a sidenote, it is never supposed to be possible to solo any area without being safely overlevelled in comparison to it. I personally am more irritated when I hear about how certain classes CAN solo areas at or below the intended level range, not the opposite. This ties into why I used to secretly wish I could get away with turning Dragoon into the 'best' class since version 5 Knights and why I currently hope that Silent Retreat is put through a paper shredder before being re-submitted for v8. But that's the problem with Iron Guards. You can be 'safely' overleveled and they can still fuck you over if they decide to Weak 1 you then spam Ice. Thinking it over, I agree they should keep Ice but have it toned down a bit. As it stands now, there are but about four enemies before Skyre that can cast Elemental magic, two of which no one sees that much after they get past that area. Then Skyre has maybe two as well; Mesosaurs and Wyverns. Wyverns are almost entirely avoided, and Mesosaurs by then are often out-ran or don't do much damage anyway. And then, ICs, and you are SLAMMED with enemies that can cast magic. I'm interested in hearing if there are monsters in IC that -can't- cast HP-damaging magic of any sort. Ghosts, maybe? But they are already asswipes. The change from 90% physical attacks to 40% physical attacks and 60%.... OH! Armadons. They can't cast magic. ...40% physical attacks and 60% magic attacks is EXTREMELY drastic, a jump that is hard to make for all classes except maybe Goons. Pun so not intended. Quote Tree! For the incorporeal family, how about this: Reducing their evasion speed, but giving them a passive ability that gives them a 25-50% (as they progress in hunting grounds) chance to evade (think goon reflexes, but not with the annoying 2 second wait spam, it just shows up as -MISS-) This way you have more of a chance to go before them while still making them a threat to physical attackers. Iron Guards - Taka already took care of them nicely ... -cough-raisetheirhptooTaka-cough- Death Stares - I've already suggested this (about 5 times ) Give them a move that paralyzes and put Lock 1 on the target. That'll make them more fun, I mean, manageable.
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Post by Sur Realis on May 23, 2008 13:16:33 GMT -6
I was thinking, Thieves are pretty much screwed - they get 10 HITs. This means they will do 5-10 HITs. Only 1 of 5 times will they do their maximum hits. 2 out of 5 times their attacks will be ATROCIOUSLY low because of the HITs.
I suggest that daggers progressively give better HIT Total %. Like, by the time you get to the Backstabber, you are doing 70, maybe 80% of your max HITs. This would actually knock off quite a bit of problems as far as damage output goes because their damage range goes from too low to par damage.
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Post by Bolt on May 23, 2008 13:58:32 GMT -6
I guess you're just unlucky >.>. I seem to hit my max hits alot. But I'm a speedy little bastards so meh.
Oh and if anythin is done to Silent Retreat, give it a cool down like you can run from so many fights before you gotta have a rest and fight a few battles before it becomes available again. Or just make it take away 3-5 MP each run which'll make most people not want a thief in their party if they gotta wait every so often just so they can get a quick run through IC or somethin. Either one is fine with me, I got DD for back-up anyway xD.
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Post by Firemaster on May 25, 2008 14:04:04 GMT -6
I don't know if this is possible. But I think something has to be done about Kaug because when someone fights him theres either a serious crash or just INSANE ass lag.. But im not sure if its possible to fix that.. And also I think its best that some kind of strange way for at least one Admin to always be on incase of crash because a few weeks ago we had a crash when my team fought Kaug and that crash was like at least 2 hours or 1 hour and a half.
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Post by Kija on May 28, 2008 14:58:43 GMT -6
Fighting Kaug does not cause the game to crash. The game crashes from the input bug. It has nothing to do with Kaug beyond the large amount of input commands and time in the battle. However, there is a strange occurance with Kaug where his sound files are much larger when downloading than they are suppose to be, which is something that does need to be fixed.
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Post by Sur Realis on Jun 3, 2008 20:13:36 GMT -6
This is going to be shot down SO HARD, but I'm going to chance it anyway. 'Before'. Here we have a basic party in the Ice Caverns. Our first Anaran Black Mage is Paralyzed and Sleeped at the same time (PsychoPhoenixMk1 got pwnt1!!!1!1oneone), our Hassen Knight obviously low on HP, and our Lirean Black Mage probably lacking MP for the Forcefield. But, we only know two things: The first Anaran Black Mage might could use a Cure for the double-stun, and the Hassen Knight certainly needs a Cure because he is Wounded. To learn anything else of the characters, we will have to go to the Party Stats tab. The Party Stats tab, in parties larger than 4 people, generally isn't big enough to fit everything without needing the scroll bar and still having a comprehensable amount of text left. Or, if it is under the map, you won't have enough room in parties bigger than 3 people. On the highest XP resolution. Now, Vista can expand to 1680x1200. This is a blessing size, but..., on my own CUSTOM SKIN... In battle, I can BARELY SEE every line in a full party. Full resolution, the Party Stats tab stretching from TOP to BOTTOM. And most people unconditionally hate Vista because it is new. My skin doesn't work on XP because the resolution is too small. Therefore, it is troublesome to go through the Party Stats tab in a near-full or full party to check if everyone's HP and MP is good, especially considering we are given one sign of whether or not it is. And competent players look at it often. My eyes are plastered on the Party Stats tab more in a battle than the actual screen. <Alty>: Depends on who Im partying with <Alty>: But if the levels are lower usually every turn <Alty>: since Im on a WM and all LordPhoenix says: I never leave party stats in any party LordPhoenix says: unless I'm checking a TNL, which I rarely do SurRealis the Chaomoogle (-3-) says: Pretty much like me, keeping up with it all the time? LordPhoenix says: I like to know what the idiots I'm with are doing, and I like to know their health status LordPhoenix says: I'm a tactician when it comes to parties, no question about that. I like to know their elements, so I can tell the black mage "that red mage has ice and that blue mage has lit, that means you take the fire areas, not the ice or the lit areas." I'm all about knowing what their status is at because I always have a play by play for every round of every battle formulated after one fight or two There you have it. I'm not the only nerd that keeps up with the Party Stats tab. By now you must be wondering what the hell is up with this overly large post. (LP's picture being better, it has replaced my shitty version I put no thought into.) 'After'. This is a simple thing I want implemented in the game. An HP bar and an MP bar, four parts for the HP and three parts for the MP. Disregard the shitty shooping. Why? Why do I want this? So that people that want to keep tabs on everyone's HP knows what it is without reading 16 numbers and scrolling up and down. So that people that want to check their MP real quick don't have to divert their eyes, find their name on the Party Stats tab, and read two numbers. To make the damn thing overall EASIER on people. When in a full party, I read 32 numbers every turn -at least-. Any time I see a Critical, I see how it affected the character by looking at the Party Stats tab. Someone uses Nuke, I check their MP. I only look at the battle screen itself to analyze where areas are, even if I'm a damned -Fighter-. I won't have the time to love the new battle screens when it isn't just a load of black shit with a bar of stuff above it with how much my eyes jump around the screen. This would also improve the gameplay of the casual person playing this game. People not competent enough to use the Party Stats tab like their White Mage ass should can still toss out Cures to the right people when needed, and can stop throwing out Healstorms that heal one person 10 HP in a party of seven. (True story.) Comments? Questions? Insults? Throw 'em at me. EDIT - (Edit moved to another post.)
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Post by lordphoenix on Jun 3, 2008 20:28:06 GMT -6
OCD hates you from making the bars deplete from the left, and the color change shit is confusing as hell, may I suggest an alternative styling such as the following-
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Post by Sur Realis on Jun 3, 2008 20:40:56 GMT -6
(Seperated from the HP/MP Bar post.)
I want to see some buffs change from being lol-icons to something more. For example, instead of a green circle for Barrier in the corner, a green circle could shine around the characters icon, complete with light streak connecting the edges. How often it shines is based on the tier.
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Post by Takahashi on Jun 4, 2008 15:58:10 GMT -6
Another option would be to alter the party tab to have two possible settings: Normal (what it shows now; your name - level - class - kingdom on one line, HP by itself on another line, MP by itself on a third line, chosen action on a fourth) and Condensed (Name, HP/Max HP and MP/Max MP on one line, chosen action on a second line; everything else is excluded). Either that, or have the party tab set in Normal mode outside of battle and automatically switch to Condensed mode during a battle.
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Post by Sur Realis on Jun 16, 2008 9:54:39 GMT -6
I've noticed that, for pretty much every class, going unfunded will leave you only getting decked out fully in Dainan equipment until latter DM - which does make sense, considering you have one store for the entire area.
But what kills that all is there are two points that are armor dependent:
The first levels. An Ogre, one of the weakest enemies you can fight (since you can't avoid them), can wipe out half of a Level 1s HP in a good hit, and tend to land good hits on Level 1s. Giant Rats can spam disease on characters, so even if the original damage is low HP can drop like a rock - even IMPS can be fairly deadly to a Level 1, especially a Level 1 newbie. I think the only classes that have a fairly easy time as Level 1 is Thief, Black Mage, and Fighter (Fighter being that their high HP gives them a possible shot at getting the Mark unassisted.)
Then, Level 8 through 12. At this point, Great Ogres and the such in that area gets to be taking a bit too long to level up - and Mud Golems, Ballistic Tigers, and even Earth Elementals can be brutal to most every class, with no real way to fix this.
These two places are armor dependant while the person can't get the armor they need. However, if the equipment were to cost less gold, then the equipment would all be gotten before even touching DM, which then makes a complaint that there is one shop for two Hunting Grounds.
I don't really suggest anything for the Level 1 problem - hopefully that'll be fixed no matter what. However, I do suggest a few things:
Ballistic Tigers - Less attack power, but have EAT. Mud Golems - Less attack power, have Shield as well as Fast.
EDIT
This goes along with my thought that people will see a glimpse of magic in SK and DM, then suddenly see generally no magic in SS, then get WHOLLOPED by SPAMMAGE of magic that they aren't prepared for.
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Post by lordphoenix on Jun 16, 2008 10:41:16 GMT -6
Actually the only class that really has a hard time at level 1 is the blue mage. Level 8 to 12 range is a bit of a bitch though, I'll give you that.
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