I would just improve those mechanics foxx mentioned.
Curse is a good example.
And give temple healers a harder time at curing mals.
I would also help their defenses.
I would just improve those mechanics foxx mentioned.
Curse is a good example.
And give temple healers a harder time at curing mals.
I would also help their defenses.
I have been kicking around in my head a method similar to damaging spells where saving against mals will cause a lesser version (maybe 1/3rd of original spell level) at a 50% chance.
Would allow for complete saves while still compensating for the efficacy of high saves in the current state of EQ.
But that's not really anything being discussed at the moment.
When you put it that way Foxx, I guess so.
Sounds ridiculous. But curse was once easy to land, one and done, now its two or three or more attempts. In the context of battle, more than three attempts at a spell you need to land, can be frustrating.
How did this thread end up again as a "mages so weak"...
25 minutes ago, f0xx said:
How did this thread end up again as a "mages so weak"...
Your mage is so weak, it takes him 2 ticks to rub the dirt out of his eyes!
Your mage is so weak, brandish is a full blown workout!
Your mage is so weak, his quarterstaff was whittled from a toothpick!
UC ;)
Your mage so weak, he makes @Tempirion look tough.... ;)
Your mage so weak, he is the Raditz of a group of adventurers.
Your mage so weak, he is just like Lloth: unable to throw a punchline.