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Class opinions

Sorry, but I'm going to call you on that one. Avg 27+ and other effects? Those are elite weapons and if you're going to run away until you have them you're going to be running a long time.

So what will you do until you can round up an 'elite' weapon?

What would Muhammad Ali do?

What would Bruce Lee do?

What would Pikachu (WTF??) do?

FIGHT, FIGHT, FIGHT, FIGHT.

I hate to say it - but its attitudes like this that are impacting on the MUD. You do NOT need to have super eq - you need good eq with a few extra peices that you can shark here and there and the the BALLS to stand up and stick it to however comes calling. Yes, you die - perhaps a bit more than you like at first - but seriously, it can be done.

L-A

PS - vamps can be a subject for another time but I'll leave you with this: Who are considered our strongest PK'rs and were they strongest on vamps?

I dont know what we're arguing about here? I killed people with a sharp glaive and consumed gear with my warrior and they were decked. Im not scared to fight...

Im merely talking about equipments effect on warrior lore selection? Not my own playing style?

On that note. Everyone on the mud says if you cant beat them run away... IF you cant beat them dont fight the cabal war log off... Hell... Im a player that likes (In a twisted way) dieing against the odds. I like fighting 3v1 as long as I'm not bash locked by 3 people at once. Dont say its my attitude thats killing the mud, I like the epic battles. But EVERYONE else says run. I say fight.

Again, merely talking about warrior lore and weapon availability and their power.

You're a masochistic freakazoid. Why don't you go write a blues album.

I think classes are generally balanced right now. A few minor tweaks every now and again but nothing is incredibly UP or OP. At times, I do feel blademasters are a little ridiculous, but I haven't played one enough to really back that up.

Warriors

More or less ok as is, though I would like to see more lores, and maybe not make them solely weapon based? Having lores that could work with multiple weapons of similar fighting style could open up more viable race options...Some lores do however seem way worse than others, you just dont see people using shield, mace, or axe lores at all.

Thieves

These guys need a path selection. At least a choice between the more stealth oriented thief, and the more combative type brigand, I'd also like to see a trap master type thief that can have maybe 3 or 4 traps out at once. Also some traps just suck, who uses fireseed for instance? Amnesia charm also seems underused and though it may be handy, let's face it, antimagic is a given, no theif will ever not take it.

Berserkers

They have gotten a lot of attention lately, I think they are quite good as is, though it seems to me they will either totally run over some combos and utterly fail vs others, that is still balance in a way, and they are also very eq dependant. Has anyone had a succesful werebeast zerk yet? Seems to me they have all kinds of potential.

Clerics

They are fine, though a decked melee cleric with a magic resistant race can be a huge pain in the arse! Seems to me a lot of religions arent taken despite the RP potential simply because the PK perks are not as viable, but I do not play clerics so I don't know the real details.

Shamans

Ugh, in the right hands they can really F you up, but they are killable by anything that can pour on the melee damage fast.

Healers

Always thought they were lame, but hey, some people like them. Maybe not let them be in so many cabals though?

Necromancers

Probably the most deadly class in the right hands once at their power peak, but zombie management requires a lot of patience and skill, props to anyone who can pull it off. I think like many other classes the races are very unbalanced for this class. Illithid is far and away the best choice, drow and demon are prolly good to, maybe undead also actually, but ther rest...meh.

Ninjas

So much fun, I like them the way they are. Good variety of races each with its own pros and cons that are quite balanced in the long run, cept half-elf which are prolly useless compared to the other choices. Lets get the lores a bit more balanced though? Falcon-eye, doublesheath and shadow strike seem far and away the most popular.

Battlemage

Once decked and in a cabal these guys are bloody scary!!! But I do not think they are unbalanced. They have their banes like anyone else and without proper preparation and spell management they are toast. Also a great variety of races with their pros and cons.

Invoker

Consumable whores. Without hp eq these guys are just screwed, but once in the right eq they can be extremily hard to kill and can really lay a hurting on you...

Rangers

Well balanced I'd say, they remind me of DK's in a way, they are best when fighting you on their terms and are great for an ambush attack. They are certainly beatable though, not as OP as they used to be. Unbalanced as all hell though in their race selection. Ogre, Werebeast, Halfling can be formidable, the rest....meh. Maybe elf with those flails, but it is a one trick pony which will not do as well over time IMO.

Monks

Can be very deadly...If only they did not take 3478657893456 years to train properly, gosh. And some stances are just useless. Budhha??? Looks great when you type score, but who goes defensive against a communer or caster, moreover you cannot wear a helm and the stance has no other perks that I know of. Also, the chakras are so random...you will either school someone in a few rounds or get your butt handed to you while praying the big hit will land. Also with the recent changes to parry in offensive does anyone use anything but dragon or crane? Monkey is good for training and a few other circumstances but.....and in defensive horse is really the only good stance and maybe drunken once in a while. Next to invokers, they arer the biggest consumable junkies, or should be to be a threat.

Blademasters

So versatile, so many good race choices and cabal options. Really quite a replayable and fearsome class, especially if they have mastery in your anatomy! Id say add some new stances and not let them pick them all. Maybe have a total of 8 stances and let them choose 5? It would make for more unpredictability and slightly less versatility. Also, who the hell ever uses doomsinger? Lamest stance IMO, but then again I still don't know what it does, nothing as far as I can see, unless you count scratching your opponent, woot!

Bards

Leave em as is, they are a great jack of all trades class and have good race choices. Awesome for any noob who wants to have fun and RP, and be survivable and able to solo a fair amount of places. In a pro's hands and in a cabal they can also be deadly.

Paladins

Well balanced, very survivable but not invincible, and without a reliable lag outside of charge they are not impossible to escape either. Let's make Mya happy and give them kick evil, lol.

Dark-Knights

A very well balanced class with great race choices that are all viable, though what could be better than a demon dk? Once they get those dual malforms lookout, but hey thats what defines them. This class does not need tweaking IMO. Now someone try to get one into Savant! You will lose some melee power but id like to see a casting based DK =D

Blademasters. They are fine, with the exception of Magic resistance races. Those are kind of overpowering.

Invockers and Clerics have little chances versus one of those, especially if they are a Warmaster. Mostly due to Ironarm.

Clerics, i think could use a path choice. Perhaps Portal vs Sermon.

And selectable Ray/Path maledictions. For example a evil could chose:

Path of deception with: Blindness, Silence, Faerie fire.

Holy hands/Divine intervention, could use a tone up for some Religions.

One god < Combat. Loth religion could also get a tone up.

Paladins...

They could really use a another weapon. Flails or spears.

And of course Kick.

Paladins will never get flails as long as those elf only ones exist.

That would be so messed up.

I am against the Mindflayer on principle. I think it is quite unbalancing.

I would prefer to have it as an internal weapon (sanctuary bypass), than as it is now.

Paladins have already to few weapons, the same as a Cleric, and they don't even get Kick, that both Clerics,Healers,Shamans, and DK's get.

The most ofensive weapon of a Paladin is a Mace.

The only mace above average 17 that you can dual are "end game" weapons average 30.

In my experience, paladins don't need a thing.