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Remove Train HP/Mana/Move to Curb Power Gaming

I don't understand this thread.

Cabal trains aren't a problem to newbies. Newbies have access to Journeyman Perk to increase their HP and other bonus to aid them close the gap.

I also don't understand how cabal trains are an OOC secret, when I found out I could optimize my HP that way since I joined my first cabal.

If anything newbies will suffer more from lack of sanctuary. When I first joined, I refused to use sanctuary. Cumming from consumableless muds, I found preposterous that I had to consume a vial each time I was attacked. Several deaths latter I wised up, but I don't go around asking to remove sanctuary.

If anything, the fact that newbies need to allocate stats blindly and thus not choose to max CON/WIS/INT is a more concerning problem. I know I didn't do that, until I read one of the essays.

I'm sorry, but this thread to me looks like more something that Wade would propose because he dislikes having to play long lived characters. Which you need to get cabaled and fix your trains, than something out of newbie concern.

I make no secret that I dislike adventurers because it forces me to now rank twice to L50 because of the free practices. And I hate that everyone also does Adventurer for ranking instead of being Class X from L1. But I digress.

Still as the muffin gnome @Gifnab says, discussion should add something. What if Moderate Tier (smurfs) had all their stats Maxed at character creation?

This would raise the power floor of moderates, which in the current environment of no looting are simply not worth it.

Perhaps even give them the faster training of Hardcore characters and a XP bonus when ranking. Ideally free adventurous perk so they get free LORE as identify.

Perhaps then we could recommend moderates as first characters to new players.

Honestly as I think about this more and more, I really don't see the issue/or need. We have giant sized melee characters being killed by Faerie sorcerers without a problem. Having more HP certainly helps give you a bigger buffer before death, but it isn't the deciding factor. In fact I think it is of much less significance than many may think (I suspect).

Your ability to read the flow of combat and make good decisions about when to retreat and recover a little, or when to push to punish an opponents mistake, is of significantly greater value and I think will always win out versus one opponent have 100-200 more HP than the same build in a different players hands.

8 hours ago, Cephirus said:

 We have giant sized melee characters being killed by Faerie sorcerers without a problem

this is a bad exmple for 2 reasons:

  1. We do not, in fact, have faerie sorcerors at the moment. 

  2. If we did have faeries (as in, we could stilll roll them) faeries would actually get a boost from powergaming as the additional hp is a much bigger deal. Adding 100 hp to a faerie gives them a much bigger boost than adding 100 hp to a giant.

My only input to this is what it would mean for all the rest of the game balance.  Would we then need to scale back damage further to compensate?  Was the new rebalancing based on current obtainable values?  If so, it would put some classes even further behind like battlemages and paladins.  I do agree that a newbie will have trouble not knowing about it, but an easier fix is just to give everyone max stats to begin with than trying to take the ceiling of hp/mana pools away.  Imagine having 900hps on a drow invoker when facing someone like Lecitus back when he was in WM.

To OP:  Help Journeyman