Postby thanuk » Wed Jan 08, 2003 6:26 pm
Few suggestions from the tank perspective, without upping defensive skills or changing anything besides the way enchanters cast.
1. Haste items - Haste items were removed because they were too powerful, but that was when melee was too powerful. Melee sucks now, haste is a bonus everyone wants but nobody actually needs. I gave up on asking for it except for like roots or something where i have to actually do damage, which is extremely rare.
2. Blur and dragonscales - What's the deal here? I remember when i started playing again i had no idea what dscale was, the best you ever got when i had played before that was stone(there were still sorcerors then). So they added dscale, which is like stone+juice, kewl. But blur as well? And now you really need both to tank anything decently? Why 2 spells? Why not make dscale a combination of scales+blur. Keep blur in as a lower level spell, but when you get dscale, just have it scale and blur someone, or something along those lines. Would cut spell casting almost in half.
3. All in 1 shot - They have greater realms of protection for clerics so they dont have to cast all the prots individually. How about a "realms" type spell for chanters that would globe, scale, blur, and haste the target? Give it a long casting time so that you cant cast it in battle, and you still have the spells as individuals as well. This would severely cut down on group spellups before fights, and if cast time is long enough, wouldn't effect the in-battle dynamic at all.
4. Exp Loss - What about if exp loss was a function of level rather than a percentage of overall exp? For example if a level 50 rogue and a level 50 chanter both die and fail ress, they both lose the same percentage of their overall experience. The actual numerical value of that experience is a great deal higher for the enchanter than the rogue. What if they lost the same numerical value of experience instead? They would still both be losing the same amount of exp, so it would be fair, but the loss would be less significant for the enchanter, who needed a great deal more experience to get to the same level as the rogue. IMHO to make a chanter lose the same % of their overall experience as a rogue, which amounts to probably nearly twice the numerical value of experience, is rather unfair. Rogues have lower exp tables AND gain exp faster from damage then the chanter does from scaling my fat ass, and in this system, they lose alot less when dying, even though it is the same percentage. Its just like taxes. The extremely rich pay a much smaller percentage of their income toward taxes than the working class, but it still amounts to the same or a greater dollar value. The only difference is that the extremely rich get some benefit to being wealthy, all enchanters get from needing more exp is a headache, in-depth knowledge of smoke plane, and CTC.
5. Give fly spell out - This has to be the most annoying thing i have seen about the long term caster changes in this game. Fly is a joke spell. Everyone has fly eq, its like the first peice of utility eq you get. Its not a game breaking thing, its just a minor annoyance. When you have 5 mages and they all sit around scratching their asses as the 1 enchanter flies the entire group, you sit there and say "what is the point?" And i really wanna know - what IS the point? What is so friggin special about fly that you need to be an enchanter to cast it? Everyone used to get fly. Why not give it to illusionists and elementalists at least, if you aren't gonna give it to invokers as well. I dunno if liches can cast fly. If they can't, they should be able to. Its just one of those things that nobody ever goes without that falls as an enchanter responsibility, and it serves no real purpose other than to make everyone wait around.
6. Dragonscales as a 9th circle spell - Whenever you have a big fight coming up, you will inevitably hear the leader say "pre-scale everyone". If you listen real close, you can almost hear the enchanter, in his house far far away, cursing the day he was born. You only get 4. They fail. That sucks. A master enchanter wouldn't fail the spell that puts dinner on his table. With memming out as an apparently accepted part of the game now, it doesn't really matter if you can only keep 4 in memory, cuz your just gonna mem out and get more. A case could be made about it being too powerful for a level 41 chanter to have, but in that case you could just give it a rediculous failure rate until it is nofail, or make the quest mob not willing to talk to you till your level 45.
Just some thoughts on how to tweak the class for playability without changing their role or increasing/decreasing their relative power very much. Again, i never played a chanter, these are just observations i have made from being on the receiving end of all their spells. Chanters are a warrior's best friend, so i want their lives to be as easy as possible. Any comments/suggestions from actual enchanters about these ideas would be greatly appreciated.
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Thanuk Pantherclaw
Gargauth responds to your petition with 'whats your point, we hate you'