
Caps... I don't like them... They make all the players with the same classo the same. Eventually a new player becomes as good as a player that has been around for years. It tends to block player creativity to become what they want. Also once a player reaches a cap, there is little challenge for that player to go on with... you get weasel talking about improving warrior, and me talking about increasing druid damage cause I'm capped!
So why do we cap? Because we are scared that things will get out of balance... but why is this such a bad thing... I mean if you work hard enough... you should be rewarded!
Caps that suck...
*5 Mill XP cap on Lyme
How biased to thief can you get? Caster's find it hard to solo xp, but they are better at taking bigger mobs with more xp... By making a 5mill cap on lyme you simply just punish all the classo's who are slow and powerful. Necro's running 5mill stab mobs with pets just doesn't really work, it's far better to run fewer, bigger mobs for casters. Perm no cap I say!
*AC cap
If you can wear it, then you should be able to get it's benefit. This necro wearing -11 but only getting -10 is ridiculus. Hack code of the century.
*Miscellanous Other Caps
Can't think of 'em off hand, but I don't like them!

Am I advocating warriors running around at -13 with 100 weapon damage? Yes! Monks running around with 100% damage reduction? Yes! Cause to get 100 weapon damage/reduction, you flaming well earned it!

How can we limit the a 4th position mage from having the same spell damage as a 1st position mage! You don't.... however you make it more expensive to gain for the 4th position mage.
Just like to gain a level in the 4th class is more expensive than to gain one in your prime level...
So for EXAMPLE to buy damage reduction...
Prime Monk - 5 tokens
Second Monk - 7 tokens
Third Monk - 9 tokens
Fourth Monk - 11 tokens
But kill the caps! My philosophy is that a players road to enhancement should never end, you just control how hard that road is!
Ok, that's enough talking, lets start arguing!
