A idea how to make units/factions better

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderator: Forum Moderators

Velrei
Posts: 26
Joined: May 14th, 2008, 3:11 pm

Re: A idea how to make Mages better

Post by Velrei »

Akkarin345 wrote:I don't agree with strong being taken from either:

Dark adepts - when they become necromancers get good staff attacks especialy when you combine it later with the drain or plague.

Mages - As said before that little edge might be needed. Also in later levels the extra strength helps the mage when he has a better use of his staff or mace.
I believe it still states in the dark adept description that they are too weak from dark magic to be able to attack without their art.

Hence, strong adepts also make less descriptive sense... but the primary point is that if you consider strong to be useful for an adept without a melee attack, you would have to have dexterous on melee units that only later develop ranged attacks.

Even the single strike mages that are strong make a little sense.
User avatar
F8 Binds...
Saurian Cartographer
Posts: 622
Joined: November 26th, 2006, 3:13 pm
Location: Mid-Western United States

Re: A idea how to make units/factions better

Post by F8 Binds... »

you would have to have dexterous on melee units that only later develop ranged attacks.
This isn't exactly true because dextrous is a race specific trait. Strong, on the other hand is broad and technically covers all 6 factions, including undead. (bats) Also, having the fourth trait reduces the amount of times adepts get quick, resilient, or intelligent. The idea is that while strong isn't an optimal trait for adepts, it doesn't matter. Atleast that's how I view it.
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
Velrei
Posts: 26
Joined: May 14th, 2008, 3:11 pm

Re: A idea how to make units/factions better

Post by Velrei »

F8 Binds... wrote:
you would have to have dexterous on melee units that only later develop ranged attacks.
This isn't exactly true because dextrous is a race specific trait. Strong, on the other hand is broad and technically covers all 6 factions, including undead. (bats) Also, having the fourth trait reduces the amount of times adepts get quick, resilient, or intelligent. The idea is that while strong isn't an optimal trait for adepts, it doesn't matter. Atleast that's how I view it.
If making it only 3 traits in a pain for balancing in your opinion, you could just add a trait that acts as the equivilent of dexterious (with two strikes, it's not that powerful, but still useful). At least that actually has an effect on the character.

In a multiplayer game, I can put up with almost any attribute combination, even an intelligent and quick unit has the ability to level fast if it survives being attacked, but a trait, that completely, utterly useless on a unit, doesn't make sense. Hence to the reference to it being like giving a unit with no ranged attacks dexterious (We know it doesn't actually happen in the game, that's because it's stupid to do).
Post Reply