Some thoughts on immunity gear and mages.

Started by Egon the Monkey, December 03, 2008, 10:40:32 PM

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PanamaLane

There is indeed an overabunance of consumables currently. I think the most effective way to balance the class for the server is to tap down on this and allow casters to, not only brew for gold, but also serve a -neccessary- purpose on quests.

In regards to Web, there are plenty of ways to win PvP as a wizard, be creative with your spells, prepare for what you expect to face, and always have an escape plan.

Aldrick Tanith

I think the argument here is being framed wrong.  Yes, it's about PvP - for me, at least.

My argument is not that Wizard's are weak, my argument is that Fighter's are too powerful due to consumables.

Create some common items that drop that have charges of Greater Dispelling, make it wiz/sorc only with ultra high-UMD needed, and I'll be happy.

Having a limited number of spell slots vs a huge amount of easy-to-obtain consumables that deny me almost anything I can cast on you simply sucks.  If EfU was a higher level server this would be irrelevant, but since it's not it only results in my Wizard creating a gank squad to kill you.

Garem

I have to disagree. It comes down to who surprises who in PvP and not being stupid as well as your own preparedness v. their lack thereof. It's sort of like rock-paper-scissors, but more complicated!

A fully buffed fighter against a fully buffed wizard with spells (since the wizard should have access to things like ImpInvis, Stoneskin, etc.) OUGHT to lose. Dispels are very powerful, very important spells and there is NO immunity to them available to warriors. Plus, potion effects are easy to remove with just a lesser dispel wand.

Aldrick Tanith

Lesser Dispel Wands are somewhat common.  I've seen several.  The problem is that they often only remove one or two things, and typically it isn't what you -need- removed.  By the time you're using it again, they're using more consumables.

I do agree that a HUGE factor in PvP is surprise, and whoever starts the battle is often the one who wins it.  I always try and be prepared for PvP - mostly to escape, and to return and fight on my own terms for that very reason.

Although, I don't think anyone can deny that something like protection from alignment is -far- too powerful for a first level spell.  You get +2 deflection bonus to AC, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment.  That's insane.  

PfA should grant +2 deflection bonus to AC and +2 to all saving throws against creatures of the chosen alignment.  That's it.  That is powerful enough as it is - throw me a bone, damn it.  At least let me have a chance of fighting back against someone who jumps out of no where buffed to the teeth. Give me a chance to cast something and run away, at least.  :p  

Oh well.  I still have my potions of expedient retreat, assuming they don't drink one as well and chase me. >_>

Semli

I don't see the problem.  Immunity gear, while useful, seems to be few and far enough between that fighting against person who happens to have one or two is really a non-issue.  If an enterprising wizard drops Web on himself, wonderful!  I've seen a pair of boots with entangle immunity on them, so rangers and druids can do the same thing.  In my experience neither spell is often used since they often hurt the wizard's team as much as the enemy's.

PfA isn't unbalanced either, there's plenty of horrible effects available for wizards that aren't Mind-Affecting.

PanamaLane

Wizards have the advantage at the get go for PvP. Then can hold, stick, knockdown, blind, and a whole slew of other options in PvP all from a distance. Wherein a fighter can usually only knockdown, if they've taken the feat. PfA should remain as it is to give the -fighters- an honest chance.

Aldrick Tanith

PfA in its current form is like having clarity cast on you vs an entire alignment group, and it lasts WAY longer.  Clarity is a level 3 spell.  PfA is a level 1 spell.  PfA practically makes Clarity a worthless spell.

It is considerably more powerful than its PnP version.

Having PfA changed would make feats such as Iron Will more valuable (PfA + Iron Will gives +4 to your will saves vs an entire alignment group), and gives +will and bonus vs mind affecting magic gear much more value in game.

I don't think anyone can reasonably argue that consumables don't make melee character's more powerful than they really should be...