by *Idjit* » Sun Dec 04, 2011 4:31 pm
To Cizin: a lot of the "strong individuals" left in 2009 (not that I don't sincerely mourn their departure).
Sadly, we need to deal with today, not yesterday.
And that means the World-of-warcraft generation with their level of ADHD. See below about putting "events"
closer together. Not that there aren't potential power players among them, just going to be a lot harder
to find them statistically as time wears on.
As regards Dragoth and prime-class abilities:
This could be tied to max-stat if we wanted, being as max-stat access is tied to the number of 40's we have.
What could be nice is a spell that *required* 22,23,24,25 wisdom/intelligence to cast.
Simple examples of these would be efficiency upgrades of things like firewind, frostbolt, restoration.
Things people *use* a lot.
This could obviously be carried to non-caster classes with skills requiring 22,23,24,25 dexterity/strength.
Brand new utility skills of some new nature are obviously hard to think up at this point, without creating
a new need (danger or hindrance to overcome) for the new utility skill that doesn't yet exist.
The spell/skill list is
pretty saturated as it is now. Rehabilitation of existing utility skills would probably be more attractive
to the administration -- think of spells that no one ever casts and bring them back into vogue.
What if magic missile was like an uber-disintegrate but ONLY if you had 25 intelligence. Turn
things upside down.
(by utility i mean something not dealing directly with combat, blast or heal..mindbar would be an example)
The point being: this makes max-stat more pertinent, the main reluctance for players is that they
have to displace an equipment which was providing direct bonuses (be that, for example
healbonus or spelldam) with a max-int or max-wis item that *doesnt* confer direct bonuses,
or confers smaller direct bonuses, say going from +10 healbonus to +1 max-wis +3 healbonus on the
same location. But if max-stat opened up actual new spells that can't be cast otherwise, that might spice
things up. I would have coupled minimal direct bonuses with max-stat anyway, had I been designing it,
say 1 or 2 healbonus for *every* wisdom above 18, and 2 spelldam for *every* int above 18, but I digress.
I'm not a big fan of having 23 in a stat do nothing over 22 either. The new spells could help us in that
regard.
Plateaus have, as a broader concept not limited to max-stat, been a source of trouble and I think the main
thing we have been trying to respond to: putting *events* closer together, so people are stimulated more
frequently (not to get clinical but in some ways muds are a psychological experiment).
As has been said the events (levels, etc) are nice and close together up to 4x40, then trouble starts.
To that end, I change the subject to necro pets. The recent changes have been great for necro prime,
but for a lot of the rest of us at necro tert or quad, we are stuck at..standard wraiths..for a long time.
My solution: subdivide wraiths into small wraiths, medium wraiths, and large wraiths. For the same pet-point
cost. The small wraiths would kick in at the minimum size of being able to make wraiths now: 2x40 or 80 total
levels. Then medium ones would start at..120? and large at..160? or perhaps closer to 200 total levels.
Those are probably bad dividing marks, I encourage the administration to find better total-level settings if
they choose to pursue this.
Now mind you, I am thinking of very small actual performance changes indeed for the wraith types:
small wraith = 0.97 regular wraith, regular wraith 1.00 and large wraith 1.03 in terms of ratio of power.
But at least increased *illusion* of progress.
Literally no more than a cosmetic change but it can mean a lot to a player if things at least LOOK different
once in a while. As to animate dead, a corresponding change to wights, again using total levels as a
filter, could prove to have equal benefit. This type of subdivision, although tedious in implementation,
could pay off. In a sense we had a subdivision of similar flavor when Druid forms got expanded to x40+32.
Another plateau: dark mace stays...a dark mace. It could at least use a name change somewhere. As it stands
dark maces top out at 3d6 +3 hitroll 3 mana_regen (offset by the creation cost of 45 mana) sancbuster. This
is attained at I believe 3x40 and then stays constant.
I have on occasion suggested attack dice changes at 6x40 and 7x40 for this weapon, by researching the smallest
average damage increment beyond 3d6, namely 2d10. Dark mace would be 2d10 at 6x40 and then 2d11 at 7x40 or
8x40, for a total of 1.5 average damage progress. Which I think is actually a pretty modest request.
But there've been no takers.
I would support rehabilitating the Hidden Mace of the Netherworld as a really tough multi-stage
forge, on par with Ars Magica, which results in a permanent dark mace with stats of 3d7 or 3d8 (again, less
average damage than the 5d5 Sword of Valor with the clasp I introduced, giving warriors their due credit
..after all, dark mace is also SancBuster). As an added dividend upon forging the permanent dark mace, you
would actually get to name it. Not a full restring, part of the name would be something like "Holy SancBuster
of X", where you get to input "X". This swings the pendulum to the opposite extreme for clerics who have
spent 1,000+ hours wielding a fairly anonymous weapon. I think in fairness with the mana cost for creating
dark mace taken away, then the permanent dark mace would not have mana regen either, just the procs, nice
attack dice and sancbuster.
Just my thoughts, and my thanks go our administration for their increased flexibility over the past few months.
--Zuzu/Idjit