Not that I ever said your idea did.
Then your examples had nothing to do with this idea or your points? Why would you use them?
Which' date=' not to put too finer point on it, I think this proposed system is something that I'd [b']NEVER want to see in FL. Lets be very clear here: This isn't some 'minor' change (you refer the change of balance within FL in your first post) - its a pretty major thing. The way you've set it out means that 'new' abilities eg parry master gives riposte damage to 'fill slots' in the new system. I cannot say how much I hate this idea. Even if we don't add new abilites I would still be against something that gave such sweeping changes to mulitple classes.
I get the point that you hate it. You just wrote an entire paragraph telling us all the depth of your emotion. You forgot to tell us why. Or would your reasoning be: I hate it because it is a sweeping change?
As I've said - I ended up at FL for the reason that each class was different. I liked the idea that each class did have defined skills. Those who say 'I just see XXXX class and know my tactics' can't PK. Pure and simple. Sure' date=' you know some what what you need to do - but mostly PK will be about the reaction and what you do [b']IN combat.
Let me get this straight. You came to FL because each class/race combo has defined skills. You came here for predictability. You are also saying that people who develop and plan tactics/builds to fight those skills "can't PK, pure and simple".
Well, I hate to try to bust your rock hard princess shell, but guess what, prep is everything in PK in FL. Getting the right eq, joining the right cabal, choosing the right race, training, consumables---this is all prep. I don't think Mindflayer's Kurvikhel was stronger than any other necromancer simply because he timed his in combat acid blasts better than other necros.
Speaking of PK experience. You are always quick to tout your own experience and skill---but what do you actually have? Have you had any notable chars since early 2.0 (that DK wasn't even that notable)? Tell us all some of your recent 50s. Do you even play this game?
But, let's assume that you are right. Let's just say that PK is focused on the in combat commands more than prep and builds.
Then we would need to talk about your inconsistency. You came here because you wanted to know what each class/race combo can do. You hate surprises. You loved the predictability of FL. But now, you are saying that PK is all about reacting to changing situations in combat. Tactical adjustments to the changing fight. Which one do you want? Do you want combat with surprises that causes you to use some reflex and adjust your tactics? Do you want predictable builds that focus on planning more than in combat action? You are being completely inconsistent here.
Lucky for you, my idea expands on BOTH aspects here.
In FL, each class has skills/spells/songs which makes that class unique. Building on this we have the race which further define the classes. Within these constraints we are now able to devise tactics for certain race/class combination - some of which are universal to the class and some which are not.
OK. So now you are back to saying that devising tactics is important again. Didn't you JUST say that tactics do not make PK?
Yes, of course all classes have skills that make them unique. You add on the 'superficial' layer of race and we have our current stat-grinding pk system. Instead of devising tactics based on a simple class decision, why not expand it to a per-character system? Sure, you know generally how berserkers will fight, but you won't know exactly what Jim has up his sleeve for you. This kind of system promotes tactics, planning, reflex, and all the other prime skills of PK.
Bear in mind, this is not some experienced player resisting change.
Really? I could have sworn your first major point was that you hate it because it is change. And, once again, are you even a player here?
We don't have the massive issue across the board that requires a change like this. On the whole, FL is probably the most balanced its ever been in the sense of class power. There are some highs and lows (usually on qrace/class but these are given more power from the get-go) but for the most part its pretty good.
Again, in many of my posts, I was emphasizing that I am not trying to adjust class vs class balance. I am trying to adjust class/race/cabal/eq vs class/race/cabal/eq balance AND add a massive RP and tactical element to the game. Because, as you said, there are many more layers to be taken into account instead of just 'class'. We can't just simplify it to saying that if class vs class balance is ok, game balance is ok.
Even if total game balance is ok, which it is not, we can't just stop innovating and let ourselves stagnate. The RP possibilities alone are worth the idea.
So, harden up princess and make a real character.
