forums wiki bugs items changes map login play now

Divine Intervention

This is just a thought that I had, something that would make undead warriors, berserkers, etc. a little more on par with undead rogues, as well as tone down certain cleric combos that are a bit overpowered.

It occured to me that certain religions have a very powerful advantage over undeads in the way of their divine intervention. My thought is, why not allow that advantage to occasionally backfire. The Gods aren't always going to grant the desires of their followers.

So I propose that Divine Intervention have a chance to backfire on the cleric, in one of three ways:

  1. 3-5 round lag. The God chooses not to grant the favor, and forces his followers to stop in their tracks, giving them a moment to rejoin their body and soul, and renew their faith.

  2. Moderate damage. The God lashes out against the non-penitent, striking the one whose faith isn't strong enough to call their fury.

  3. Least likely of an already unlikely set of consequences, the God smites their followers, turning them into a smoking crater and a small pile of ashes.

Now, of course, proficiency in the spell would act largely as a counter to that.

Just something to encourage a little more care in the usage of one of the most powerful spells in the game.

not fond of dying during training.

not fond of dying during training.

Then never try to master meteor swarm on a bmg.

Then never try to master meteor swarm on a bmg.

The man makes a concise point.

Pfft. Just master it inside.

Dummy.

That was a 'ONE TWO sucker punch' Excellent form Evangelion.

Dont play an undead if you dont want to deal with that divine retribution, at the same time, I think there is a new divine retribution that is going to become the "in thing"... Zoso was the first I saw with it, and now I am seeing others...

Pfft. Just master it inside.

Dummy.

Seriously, that's pretty much all there is to it. Isn't that how everyone trains it? :confused:

Common sense, people. Common sense.

Clerics are not Paladins.

The regular undeads, only have to fear turn undead, and that is it.

The fact that 1 Divine intervention and 1 Holy hands from different religions affect your vulnerability is not sufficient reason for changes.

And clerics are supposed to be BUFF vs Undead.

Go play an Vampire and go fight the same Cleric, and see if you like it.

And no it is not overpowering because some Vamps have CENSORED, to prevent CENSORED attacks.

Want to talks about something that needs a Tweeks, lets talk about Feral Fury.

Clerics are not Paladins.

The regular undeads, only have to fear turn undead, and that is it.

The fact that 1 Divine intervention and 1 Holy hands from different religions affect your vulnerability is not sufficient reason for changes.

And clerics are supposed to be BUFF vs Undead.

Go play an Vampire and go fight the same Cleric, and see if you like it.

And no it is not overpowering because some Vamps have CENSORED, to prevent CENSORED attacks.

Want to talks about something that needs a Tweeks, lets talk about Feral Fury.

Fury? You're kidding right?

Lol, fury is great and all, but only by so far.

Fury can be stacked, meaning in theory you can keep your opponent permenantly under mind disruption. Fantastic.

Dey

Ah.. In all seriousness, its a racial ability, not a cabal ability or a class skill.

If the power of this was increased, (and it is already CONSIDERABLY strong because it can be stacked) it would make some classes ultimate powerhouses.

Aka - feral rangers.

Much like a sliths racial abilities, they are neat and all, but dont expect them to win you PK's or help out in entirety.

80% landing chance, staking ability for continued use, and 50+% spell fail rate. Yes, i am not kidding.

Much like a sliths racial abilities, they are neat and all, but dont expect them to win you PK's or help out in entirety.

Actually, Ferals can use fury almost exclusively to win PKs but that's not neccessarily a bad thing - it makes them fairly viable against some classes that would normally tear a Feral to pieces. Bad news for clerics though.

Dey

Add dispel magic and you are not going to do much as a Clerics.

Batlemages at least have manalock.

And Paladins can still use Meele attacks.

Then there is escape, try casting an unmastered teleport at a 15% casting chance. Right.

Then there is escape' date=' try casting an unmastered teleport at a 15% casting chance. Right.[/quote']

I never use teleport. And if I did, I would never use it unmastered.

You can substitute 75% teleport by 75% Word of recall.

As with many things, teleport also has secrets.

I enjoy a 1/10 fail ratio with it.

Being naturally lucky also helps (not LUCK Stat).

And keeping your armor is always a plus.

Add dispel magic and you are not going to do much as a Clerics.

Batlemages at least have manalock.

And Paladins can still use Meele attacks.

Then there is escape, try casting an unmastered teleport at a 15% casting chance. Right.

That's all well and good in a feral CLERIC vs mage matchup - but what happens what that feral cleric meets a warrior? Fury = useless. Fire weapons you don't know = pain time for you. Dispel will be the furtherest thing from your mind as those LACERATE/DISMEMBERS/MACCARCES thorugh your sanc/protection start stacking up.

Sorry - but I don't think what is one of the balancing factors of feral needs to be changed because mages (in particular, one players mage atm) have a hard time vs it. Its perhaps meant to be that way - and I'm always against making it easier for mages atm since they have it a lot easier than melee's right now.

Ferals ARE a strong race - if you get it right. If you ever get it wrong it will go very wrong, very quickly.

L-A

You can substitute 75% teleport by 75% Word of recall.

As with many things, teleport also has secrets.

I enjoy a 1/10 fail ratio with it.

Being naturally lucky also helps (not LUCK Stat).

And keeping your armor is always a plus.

How does this prevent you from eating a pill or quaffing a potion?

Furthermore Mya, please be careful with your misinformation. There are more factors than you make there out to be. For example: It does not land at 80%.