Magic Schools and skills, Re: [CF-Devel] Bugs on crossfire.metalforge

crossfire-devel-admin at archives.real-time.com crossfire-devel-admin at archives.real-time.com
Fri Oct 17 21:35:55 CDT 2003


Todd Mitchell wrote:
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       The other thought is that there are probably enough spells to easily 
     
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      make 3 or 4 skills viable.  The problem in retrospect is that by 
     
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      grouping them by damage type, that left some skills without a lot of 
     
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      spells.
     
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      I think this is the problem I have with pyromancy - grouping spells by 
     
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      damage type really puts you in a bind since you need a range of damage 
     
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      types to be sucessful.  One of the first tings I can see happenging is 
     
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      people wanting to add cold based and poision and magic damage based 
     
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      attacks to pyromancers and fire and lightning based to evokers.  Really 
     
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      the schools should be seperated by play style where for example 
     
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      sorcerers would get the different runes, evokers the wall attacks and 
     
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      summonners the elementals.  In this case pyromancers would become 
     
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      something more like an attack school with many cone and exploding attack 
     
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      spells (of all types) but say not the runes or more passive attack 
     
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      spells (walls and auras).  Anyway back to the main topic - I agree that 
     
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      having 3-4 schools is good but the spells should be different but they 
     
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      shouldn't be seperated along damage type lines.
     
     
  It strikes me that no matter how you do it, things will never be perfectly 
balanced.

  In the case you describe above of people wanting to give cold spells to 
pyromancers - tough luck.  Like most things in the game, any additional new 
spell should be examined to see if it matches the school it was added to.

  One reason for some of hte schools as created was simply to add some matching 
to the class names that were there.  Eg, being a summoner now actually means 
something (what spells you start with).

  I have a feeling that if you gave sorcerers runes but not a lot else, you'd 
get a bunch of complaints also.  At low levels, those runes probably wouldn't be 
especially useful (runes are potentially more useful at higher levels where you 
really are only targeting one monster)

  To me, the weakest point is probably the sorcerers, as most of the misc spells 
got tossed at them.

  I'm not against changes things around, but just as said above, I don't think 
you will ever got what can be considered perfect balance.

  Some of this can be helped by giving certain skills certain special/important 
spells (if you want to town portal, need to get that sorcery exp up).

  But also as said before, I certainly don't see the requirement that with one 
spell skill you should be able to kill every monster (eg, get every attacktype).


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       How about this for an idea - spikewall?  Makes a wall of those spikes 
     
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      that move up and down?  this would be passable at times, but not 
     
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      others.  Gives a wall with phyiscal attacks (and something that makes 
     
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      sense).  Wouldn't require any new graphics either.
     
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      trying to use spikes with traps (after adding connection field to traps) 
     
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      has been so far pretty lame - existing spikes don't do a very good job 
     
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      of damaging players - they are too slow for one.  I want to make a new 
     
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      spike archetype for this purpose actually...  A hidden spike shoots up 
     
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      quickly and that does do some variable damage (like the spike trap but 
     
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      usable as a triggered object for other things too)
     
     
  Well, the spikewall was a suggestion against monsters, not players.  So speed 
isn't as important.  Likewise, speed and damage can be ramped up some to make it 
deadlier.



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