Edoras wrote:
Yes, I completely understand this, Gilgon. That's why earlier I said
Quote:
Granted, non-enchanters are boosted more by this, but that's it.
I do, however, think that this change is worth the slight imbalance between sorcs/priests and the rest of the mud: Just look at the amount of sorcs/priests vs. the proportion of other classes to see what I mean.
You think that wimping sorcs/priests is a good thing for the mud. This change will wimp sorcs/priests and provides greater benefits for deep-elves, darky priest/hellion, and a pretty massive boost to giants compared to the rest of the mud. This change will disproportionately benefit higher HP characters, because it decreases the strength of 1hit kill spells significantly. I'd have to think a bit to see what else is benefited disproportionately by this change.
Are all of these changes GOOD THINGS or BAD THINGS? Why not address each one and decide whether this change, overall, is a good thing or a bad thing for pvp in the mud?
I do not think that keeping enchanting long and boring is a good idea, but I think that whenever one proposes non-pvp related ideas they have to consider the ramifications, which you _clearly_ did not do when you first made this thread.
Edoras wrote:
If a giant wants to max his WIS and enchant willpower, then that means that he's going to have to sacrifice enchantments and stat points from other places:
Followed by blah, blah, blah, giants have weaknesses to lightning damage, blah blah.
Giants already have this [REDACTED] to deal with. When you discuss new changes that buff a class/race, what you are discussing is whether a class/race is currently balanced and whether buffing it is a good idea or a bad idea. Saying that you "don't think that giants should be penalized by longer enchant time" is stupid. It doesn't matter if you think they should be or they shouldn't be, they ARE, and it's part of playing a giant as it stands. If you plan on changing that, you have to look at the ramifications of doing so.