A few thoughts.
sineran05 wrote:
Having said that I'd rather be petrified easily than charmed easily any day of the week.
Small difference. Assuming we allow the drop-over-the-city "feature"/bug, what you have is the following:
charm -> fly -> go over a city -> dismiss fly -> die and lose all items and corpse.
petrify -> smash statue -> die and lose all items and corpse. (unless this has changed in the 1-2 years since I last played.)
End result is the same. The difference is that with charm, the charmER must spend some time making you fly and go over a city and let you drop. Considering that charm isn't exactly a light spell to maintain concentration, and if we also assume that it's a body-control spell, not a mind-control spell, you have time to notify someone to summon you.
You don't have friends? Tough luck.
In petrification, you're screwed. Period.
Both cases can be avoided with proper gear and enchants. Said gear and enchants are available in specific locations that with the proper preparation and friends you can get easily.
Once again, you don't have friends? Tough luck.
Moving on to other points:
I find it silly to complain about the power of an ability in the game that can be countered if you play the game as it's meant to be played. This means, team up with people and take down stronger nasties for better loot which offer better protection. It's a multiplayer game (Hence the 'M' in MUD). Wanting to nerf -any- ability because a solo player can't resist it without relying to others, is akin to asking blizzard to nerf WoW because anti-social non-raiders won't get to see the end content ever. The only difference, is that here you have an imm-base that's usually numbered in the digits of one hand, so they might take pity and listen you out, or they might even see your point of view and agree.
Moving on, taking all the elite scrolls, staves, wands etc and putting them in hard and very hard to get locations will mean two simple things. First, the average joe schmoe won't have access to these items making them more rare and less used. Second, they will be used almost exclusively by the people that know this game like the back of their hands, leading to an even larger gap of power between "twinks" and "non-twinks". Or rather, between "pros" and "non-pros" as it doesn't take a twink to know the game's locations. Then, we'll all be whining about how the same people seem to have the best loot over and over again, with no chance for the others to get a piece of the pie.
Personally, I don't even understand what's wrong with releasing a charm over a city. I've died to it with Krauss countless times as well as with other characters and I never seemed to mind. It's a body compelling spell, you have no power over yourself, it's the easiest thing to do for someone to make you jump off a cliff. BUT! It's a rule, set by the Immstaff and I abide by it. Topic closed.
I find energy drain far more aggravating to be honest, because it sets you back on experience. It doesn't strip you of something that with proper friends you can have again in less than 2 hours, it denies you a portion of your well invested time and effort to get a level. Then again, that's the use of the spell, so I abide by it too and I'll even accept one voluntarily if the RP dictates it.
Suggestions regarding charm? None. Why? Because I don't think it's overpowered.
Make it unscribable? Hell no. It's one of the reasons Sorcerers are needed by other classes.
Make it uncastable on players? Sure. Do the same with half of the game's "imba" abilities though, like cleave, and finger of death. No exceptions.
Make it so that it's harder to get the stuff to make it potent? Yeah, whatever... I wouldn't mind that. I never have the uber-loot in mind anyway.
Nerf it, or leave it, just make sure it's done with the proper reasons and not just because some people want to solo-play a multiplayer game.