by 12345 » Tue Dec 13, 2005 6:27 pm
I think you said that backwards, but it's still a valid point. ie. mobs currently always save.
There is another half to that though, which is something that was confusing me a while back when I was trying to understand why Cry of the Avatars was effectively a better spell than wind.
As written, firewind is a great spell. However, in practice, it's not. When considering the balance of the game (class vs class), the gods have been assuming it's 2x as powerful as it effectively is. If you look at the resulting damage totals, that creates a balance problem.
To builders, it's not a problem (class vs mob). They design mobs so that survive a certain number of stabs/blasts and do x amount of damage. So to them, the error is transparent.
Suddenly, someone realized that you've been using an underpowered spell. Fixing this would be a giant plus in terms of bring mage up to parr with the other classes. This is the issue that I'm hoping gets resolved. Though it doesn't affect me personally, I think it's important to the balance of the game.
Unfortunatlely, since that most likely means also fixing saves, firewind will no longer be a static damage spell. ie. It may do 2x or 1/2, take your pick. By definition, you'll sometimes need 2x as much mana to kill the same mob. Luck of the roll.
Theoretically, the areas should be rebalanced after this happens so that they work the way the builders intended. However, assuming that the new saved version is weaker than the old saved version, this will create an immediate problem in terms of mob survivability.
So I guess the question is basically: Would you rather have an underpowered class or wait for the areas to be rebalanced?
Kein Mehrheit Fur Die Mitleid -KMFDM