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There is a lot to be said here, and as such I'm only going to go over what could be done to give the lacking classes a boost. Later on we can consider what could be done to even out some of the classes with an obvious advantage.
First and foremost, a change that I feel would make it so that classes that do not get dispel magic are not at such a severe disadvantage when leveling would be to take away the Sanctuary spell from all mobiles that themselves cannot cast it. Pre-wipe (the FIRST one) it was not as big of a deal due to players getting an entire spell list and obtaining Dispel Magic in their avatar levels. However now, post Hero most every mob in the game that offers remotely decent experience to a player has the spell of Sanctuary, leaving those who cannot dispel to fight the mobile for twice as long, expending many more resources, and facing a much more dangerous battle.
Secondly, with the advent of a decreased player base it would be nice to see Auto-Recharge items reinstated into the game. Yes, I may have a few Full-Heal items, or a few items that cast Sanctuary or Stoneskin, but if I only see players that can recharge them once every few days, and even then if they are off spending their mana or power stores in their own way and have no time for me, what is the point of me having such items?
Now, on to mechanics...
Skill additions
Keen eye This could either be an addition to Item lore, or be a skill given to classes with the backstab skill (including those who obtain it during avatar levels). It would give the user the ability to make a general assessment of whether or not an item might aid them in backstabbing or assassinating a target creature.
>look gloves Black nether-crafted gloves appears to be made mostly of leather. It weighs about 3 pounds, and takes up a volume of about 3 pints. It would offer incredible protection for your hands. It would offer incredible stopping power for your hands. A legend says this item sets your dexterity. You think wearing this item would give you extremely good aim. You know this item is an extremely rare find.
You think wearing this item would barely increase your aim. You think wearing this item might increase your aim. You think wearing this item would give you good aim. You think wearing this item would give you very good aim. You think wearing this item would give you extremely good aim. You think wearing this item would give you remarkable aim. You think wearing this item would give you incredibly good aim. You think wearing this item would give you supreme aim. You think wearing this item would give you supernatural aim. You think wearing this item would give you ungodly aim.
Battle mastery This would be an additional skill for Barbarians, Cavaliers, Paladins, and Warriors at level 80. Essentially, upon inspection of an item, one would be able to glean whether or not it would aid them in melee combat. An experienced fighter would be able to note that a bevy of spikes attached to a shield or breastplate could prove quite useful in battle. This would be something noted when looking at weapons, as well. A sword may be crafted by the gods, but could be for decorative purposes, or it could have been crafted with the destruction of foes in mind.
>look bracers A pair of cold-iron bracers covered in spikes appears to be made mostly of iron. It weighs about 5 pounds and takes up a volume of about 5 pints. It would offer incredible protection for your hands. It would offer incredible protection for your arms. It would offer ungodly stopping power for your arms. It would offer incredible stopping power for your hands. You think this item would do incredible damage to an enemy combatant. You know this item is an extremely rare find.
You think this item would do barely any damage to an enemy combatant. You think this item might do damage to an enemy combatant. You think this item would do good damage to an enemy combatant. You think this item would do very good damage to an enemy combatant. You think this item would do extreme damage to an enemy combatant. You think this item would do remarkable damage to an enemy combatant. You think this item would do incredible damage to an enemy combatant. You think this item would do supreme damage to an enemy combatant. You think this item would do supernatural damage to an enemy combatant. You think this item would do ungodly damage to an enemy combatant.
And on to classes...
Barbarian Increased weapon proficiency learning.
Stopping power increased by 10% of bonus to damage from items. If a Barbarian wears items totaling +20 to damage they would receive +2 to their stopping power. A strong offense is the best defense. This would help even out the loss of survivability when suiting up in gear which has a bonus to damage, which more often than not tends to be lacking in stopping power.
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Bard Haggle A bard attempting to sell items to a shop would be able to use their Haggle skill to charm the shopkeep into selling an item for cheaper, or buying an item for more. This skill would have a limit of five uses per sale.
>Haggle sword sell 10000 A weaponsmith says, 'I won't pay you more than 5000 gold pieces for a sword.' Do you want to sell a sword for 5000 gold pieces? >no
>Haggle sword sell 9000 A weaponsmith says, 'I won't pay you more than 6000 gold pieces for a sword.' Do you want to sell a sword for 6000 gold pieces? >no
>Haggle sword sell 8000 A weaponsmith says, 'I won't pay you more than 7000 gold pieces for a sword.' Do you want to sell a sword for 7000 gold pieces? >no
>Haggle sword sell 7500 A weaponsmith says, 'I won't pay you more than 6000 gold pieces for a sword.' Do you want to sell a sword for 6000 gold pieces? >no
>Haggle sword sell 6500 A weaponsmith says, 'I won't pay you more than 6000 gold pieces a sword.' Do you want to sell a sword for 6000 gold pieces? >yes A weaponsmith takes a sword and gives you 6000 gold pieces.
Note that further haggling will not be successful. Success would be based on charisma.
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Cavalier Increased weapon proficiency learning.
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Monk
+1 to damage every 50th level.
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Paladin Increased weapon proficiency learning.
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Warrior Increased weapon proficiency learning.
Dispel good obtained after or at the same time as dispel evil. Warriors do not get a spell to damage good aligned foes until level 248, putting them at a disadvantage compared to a large number of other classes. This disadvantage is even more-so noticeable in evil and neutral aligned warriors, especially in player versus player combat.
Bonus to stopping power every 50th level. A warrior should be the go-to class for soaking up damage while others lay down the onslaught from behind.
An extra attack per prompt obtained at level 200. Due to their limited spell list, and every class obtaining Weapon Proficiency: All and most obtaining virtually all of a warriors most used skills, (kick, sewing, riding, metallurgy one and two, bash, mounted combat, carving, armory, and weaponry) warriors become increasingly inferior post-hero. This may help even things out.
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Race Balance
A character of a race with a bonus to any one stat should be able to carry that stat over to their improved stat cap. IE a Half Cloud Giant should have a maximum of 28 strength and 28 Constitution, and a Moon Elf should have a maximum of 27 Intelligence and 26 Dexterity. I do not however feel that a character should suffer from a stat lower than 25 due to their racial statistics.
Lastly, it seems that stat gains during mortal levels have little rhyme or reason. With 25 constitution, 25 luck, and +1hp per level (and I leveled with those stats nearly all my levels), I saw hp gains of as little as 3. With raw (unmodified) constitution (21 for a half cloud giant), raw luck (18), and +1hp per level, I still saw hp gains of as little as 3. It would be nice to see constitution and luck offer a static bonus rather than the possibility of a bonus. This would also offer some more balance to classes and races. *edit: By a static bonus, I mean something such as 12 constitution would offer +1, 14 would offer +2, 16 would offer +3. Perhaps static was a poor choice of wording.
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