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#21 |
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Swordsman
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 427
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I sincerely hope Cold_Heart is joking. Nerfing is always a good solution if one thing is overpowered, it's usually a good solution if 3/4 of all the objects of a certain type are overpowered.
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#22 |
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Knight
Join Date: Jan 2008
Posts: 636
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Cold_Heart: ToME 2 did that, and it didn't really work. See for instance Melkor followers' infamous auto-Curse ability. Or any Alchemist. This guy in particular should drive the point home.
Mind, T2 was a very fun game. But IMO it would be even more fun if some things had been nerfed early on. Instead the power levels were allowed to explode, pushing some classes into anime superhero territory... And leaving others in the dust.
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The Great Wyrm of Law breathes litigation... |
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#23 |
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Rookie
Join Date: Dec 2011
Posts: 14
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I believe that biasing the learning of spells but still random would give the result that I wish and give the balance that you wish for. I agree that the middle heals cost too much for use in the middle of combat. I do normally play a Dwarvern Priest. I have been playing this game for over 24 years and I remember having to dropping books to be given the wanted spell so definitley don't want to go that way.
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#24 |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,774
Donated: $8
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There should be one general (HP) healing spell and it should scale with character level.
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#25 |
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Rookie
Join Date: Mar 2012
Posts: 22
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#26 |
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Prophet
Join Date: Dec 2009
Posts: 4,890
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Having a spell that scales with character level can certainly work, but it's not straightforward to implement well. How do you handle the cost of casting the spell? It should scale with the spell's power, or else you end up with a ridiculously powerful spammable spell. But then you lose the option of paying less for less healing -- unless you want to implement some kind of "how much power do you want to spend" prompt, which would be a completely new interface issue.
I will grant this is more of an issue with attack spells, where you generally want some combination of spells that are good at dealing with weak targets and spells that shove huge amounts of mana around for big damage -- but it still applies to healing spells too. ToME 2 has spell power scaling with spells, as well as a type of spell where you can choose the power you put into it, but the latter is buggy as hell and the former has a few balance issues. |
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#27 | |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,774
Donated: $8
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Quote:
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#28 | |
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Prophet
Join Date: Dec 2009
Posts: 4,890
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Quote:
* Remove Curse * Teleport * Chant * Prayer * Slow Poison * Scare Monster * Sanctuary * Turn Undead * Everything in Holy Infusions And yet even with all these "wasted" spells, priests are still easier than mages. |
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#29 |
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Knight
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Likely because priests can actually melee, whereas mages are totally helpless in that regard...
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#30 |
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Swordsman
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 427
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And because of 0% heal, *heal, teleport, teleport away and orb of draining. Mages get somewhat more powerfull damage magic, door creation, teleportation and also have a lot of wasted spells.
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