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mage class balencing

Posted: Thu Mar 23, 2006 12:33 am
by Aaron
i think the spell casting classes need a bit of balencing. its almost impossible to beat the game using only spells. they all kind of level off against level 40 creatures. (ever won a duel using snowstorms and fireballs?) also mages can become as good as warriors at spellcasting. is it possible to have these two classes sorted out and seperated more?

this might not be viable for crossfire 1, but as work on 2 is in progress, could this go in there? even small patches slowly going into 1 could fix things.

mainly, make spells more powerfull at higher levels. there isnt really any intrest to go above 50ish, cept for a bigger meteor swarm.

dont let warriors use perfect spells. give them a two thirds damage modifier or usefullness modifier or something. that way they can do stuff like healing and banishing, but not be able to run in flinging level 70 fireballs like a full mage.

few things id like to see, are spells increasing damage, and decreasing in mana over the levels. ill use fireball as an example here. it has three main levels, small, medium, and large. when you learn small, make it slowly grow till its doing a radius of ~4 tiles. next make medium fireball a level 15 spell, and give it a raidus of ~8. finnaly, large fireball a level 30 spell, with a radius of ~15. then make the damage relative the the skill level, and magic stat.

this way, the size modifier wont affect the spell damage so much, but it also would allow you to use small fireballs for persision blasting, or conserve mana.

that way you can kill lichs with several well placed fireballs, and firebolts, ionstead of having to go hand to hand with them. also, could you move monsters away from staircases, and have them drift back to their original positions after a while?

Posted: Thu Mar 23, 2006 1:11 am
by Leaf
How would this change apply to existing player files?

Posted: Thu Mar 23, 2006 8:04 am
by kshinji
I disagree to making warriors NEVER able to use magic properly. BUt i think that warrior races should have POW -8 INT - 4 (in addiotion to current maluses) all, and spellcasters maybe +2.

That makes them have to get a lot more duiamonds to make weapon making them have POW of 30, so in practice, they will never be as good mages in magic.

Posted: Thu Mar 23, 2006 11:21 am
by Mith
kshinji wrote:I disagree to making warriors NEVER able to use magic properly. BUt i think that warrior races should have POW -8 INT - 4 (in addiotion to current maluses) all, and spellcasters maybe +2.

That makes them have to get a lot more duiamonds to make weapon making them have POW of 30, so in practice, they will never be as good mages in magic.
if you are saying: give them another int -4 penalty at start, you make it almost impossible for them to learn a skill (they require int as well, and preferably int > 15, otherwise you'll never succeed)

Changing the max stat from 30 to 26 might help (though it has been suggested before to diverge different classes, and was never applied, partly because the value 30 is hardcoded.)

IMO this max stat for races and classes should be 'rethought', but i've not yet a clue what would be a good idea.

Posted: Thu Mar 23, 2006 8:40 pm
by Aaron
kshinji: i never said not-properly. just not at the level a mage can.

leaf: im thinking this would be server code changes, not actual player changes. of course this could result in warriors now having spells that they cant use...

what i mainly want to do is decrease the damage spells do if theyre not cast from a mage, and a further decrease if its a pure warrior. that way you can play paladin and use spells, but a mage would beat you at a spell battle. you can also go barbarian, and cast spells, but no MS spamming, uberbanishing barbarians with a hat of int+10

another thing which might end up in a topic split is powering up the spells so they can be used solely. ie, no need to learn sword fighting or physical skills, just walk around and blast things. although stamina would be interesting in that case...

Posted: Thu Mar 23, 2006 11:04 pm
by cavesomething
I think something that may be quite interesting would be to have a level factor for each skill, based on class and race.

The idea I have is that you would have something we shall call (for want of a better term) Effective Level Factor (chosen soley because it has the initials ELF).

so, players which are specialised very closely in various skills (a wraith evoker for example) may have an ELF in evocation of 1.3 or so, so that their effective level is their current level* 1.3, this would mean that when they hit level 10, they cast spells as though they were level 13.

Likewise, a northman barbarian may have an ELF in pyromancy or evocation of 0.3 or 0.4, so that even at level 50, they would only be casting spells at level 15-20.

That should massively slow down the ability of classes to act in certain ways (it would also allow that there could be very special spells only available above level 115 that only characters with a high ELF could ever get to use)

Posted: Thu Mar 23, 2006 11:23 pm
by Leaf
cavesomething wrote:I think something that may be quite interesting would be to have a level factor for each skill, based on class and race.

The idea I have is that you would have something we shall call (for want of a better term) Effective Level Factor (chosen soley because it has the initials ELF).
So, it kind of works like attune and repelled.

How would the person playing the game know of or become aware of their ELF bonus or penalty?

They use the 'skills command, what would they see?

ex:
pyromancy...............................lvl: 10
pyromancy ELF .........................lvl: 13

or

pyromancy...............................lvl: 10 (ELF 13)

Or something else?

Using the example above, the ELF would apply to range/damge/sp usage only, correct?
Meaning, level 10 pyromancy means the character can only use and learn level 10 and lower spells instead of being level 10 *but* able to learn up to level 13 spells.

It sounds like the experience table & leveling would remain unchanged. Is that correct?

Posted: Fri Mar 24, 2006 7:08 am
by kshinji
I dont like idea of specializing classes more and more :?

Races sure, leaving human with all factors +0.0

But i love playing universla chracter (what should be harder, but not impossible)

Posted: Fri Mar 24, 2006 10:41 am
by Nannif
I like it if its done moderately.

This will make the Class selection much more valuable to someone planning to play to level 108.

Right now the class you selected at character creation only affects your icon for the really high levels where you have found all skills, potions etc.
I have posted about maxstat being affected (just a little) by class selection also. Just a little is tonnes of differance at level 108.
At 108 with 29 or 30 to a stat is ALOT of HP/SP/Grace/AC.

Posted: Fri Mar 24, 2006 12:37 pm
by kshinji
My proposition is to make player choose focuses liek dragon, making him gain experience in some skills more than the others. Class will determine first focuses, and during game player could change them for a cost in exp. I wrote it just after inventing, so probably not good, but i thuink it might be okay.