I'd like to see a slight rework to spells. With the new enchant changes, it's hard to get the required saves and you're lacking in some area, be it fort, willpower, or reflex. (lol..) This is the way it should be, but a max art character can absolutely devastate most players even with a good chunk of resists. 20 willpower doesn't really hold up too well against max art.
Case in point my Sprite with 20+ willpower enchantments still getting summoned even with resisting summons. While people say that "Lol get willpower, nub" I did and it still happened.
Mechanically, one shot spells should be removed from instant gratification such as scribing and magical devices such as staves, wands and scrolls should not exist with overpowered charges. Strong or powerful should be the best. If they must exist in overpowered charges, then 1-2 charges max with the ability to be unable to recharged.
The fact that most people rely on magical devices for damage rather than spell damage is backwards. It's better to zap a cone of cold spell from a certain wand than cast it because it takes too long to cast it. Same with petrification. There is 0 risk to reciting a scroll on a guard to remove it from the battle. That isn't tactics. It honestly surprises me that more people have tried reciting scrolls on other players yet because strong scrolls and higher are so easy to obtain now.
Spells in my opinion need a bit of a boost. Compared to melee, most of the time melee damage is simply superior. There are a few logs to where a vet has shown some good reports with warlocks and such, but for the most part, most kills come through melee damage. Warlocks, for the most part, are still only viable when in a cabal / tribunal it seems. They can't really hold water very well on their own and I personally feel they could use some reworking. It's far easier to nullify spells with simply using defensive spells than it is to nullify melee damage in the same way.
Melee damage has too many damage buffs. Between the enchant system, giant strength, haste, frenzy and other things, they can reach 4-6 attacks per round. Some of the combos, such as a halberd reaching 3-4 attacks per round, is down right game breaking as they can nearly one round someone, even with good armor. If you want combat to last longer, give spell damage an equal footing with melee damage in some way. As it stands now, a solo warlock non tribunal can't compete because they don't have the damage output that a sorc has with a barb NPC and a well enchanted weapon. In this way, I'd like to see them have some sort of spell, either via dispel, or something that lowers the enemies magical protection that way they can actually damage people. Against well buffed people, they pretty much can only run. Either that or cap the number of attacks you can get to around 4 or so. 6 attacks per round is pretty beastly and it seems most people go for speed or damage anymore. Accuracy doesn't seem to be much of an issue.
Sorry Finney, but midnight warlocks are pretty tough. Warlocks still aren't fine without a cabal. All classes should be able to stand alone on their own feet, not having to rely on gimmicks like druids or MC provide.
For gods sake, let a warlock dismiss and resummon their elemental and summon it even when dispelled. You have no idea how much having an elemental dispelled sucks. It literally cripples you for 20+ minutes if they catch it at the beginning of the cycle. This is bogus. Sorcs and Necros both can just run and fetch another control or make another wraith or something. Warlocks can't do this.
Finally I agree entirely with tragonis, even though I'm guilty of playing more than one character. One character per person.
Those are just my two cents, but I rarely play anymore.
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