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Post by Silverking on Jan 26, 2004 12:53:56 GMT -5
Well, before, mana channel was the only thing that made a Sohei unique... I hope it's still going to be used somewhere in the game.
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Wamphryi
New Member
The blood is the Life.
Posts: 31
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Post by Wamphryi on Jan 27, 2004 9:22:29 GMT -5
I'd like to see more alignment based spells(like current jedi's have where evil cant heal but good doesnt have any real offensive spells). Like evil clerics have a little weaker healing the good clerics but their offensive is more powerful. And visa-versa.
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Soul
New Member
Posts: 21
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Post by Soul on Jan 27, 2004 11:46:13 GMT -5
I'd like to see more alignment based spells(like current jedi's have where evil cant heal but good doesnt have any real offensive spells). Like evil clerics have a little weaker healing the good clerics but their offensive is more powerful. And visa-versa. I couldn't agree with that idea more.
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Post by Silverking on Jan 27, 2004 12:35:21 GMT -5
How about making it progressivly harder to change your alignment the higher level you get, and the more you switch from evil to neutral to good...
Like, if you're a good cleric who runs in an evil group. Once your align gets evil, it gets REALLY hard to go good again.
Make sense?
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Post by pixie on Jan 28, 2004 3:51:39 GMT -5
How about making it progressivly harder to change your alignment the higher level you get, and the more you switch from evil to neutral to good... Like, if you're a good cleric who runs in an evil group. Once your align gets evil, it gets REALLY hard to go good again. Make sense? Kinda except it would be "really" hard to get evil to begin with... My thoughts on clerics is they are either good or evil, no neut for skills, 0+ cant sanc or heal self, 0- cant heal, sanc others but thats just me
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Post by RNBL Charis on Jan 28, 2004 10:52:05 GMT -5
The alignment shift (or the difficulty of it, at least) is already being applied to jedis, so I'm sure that it could be applied to other classes just as easily. Not sure if it's been applied to paladins or antipals, though, but it wouldn't be a bad idea either...
Anyway...
If my I recall my D&D readings correctly, you don't usually hear much about neutral clerics, they're either good or evil (but i could be wrong on this, so don't blast me!). If that does happen to be the case, while I think the onset of spell-casting difficulties would be great once the cleric reaches the -350/+350 range, I'm sure the folks who play such a char (neutral cleric) would make a significant amount of noise.
Then again, it could all fall down to being a matter of choice for the individual player, similar to the regen changes that were made: wear damage eq and regen 'slower'... or, in this case, choose your alignment carefully, as your skillset will diminish or become increasingly difficult to cast. Again, this general concept is already being applied to jedis, antipals, and paladins, so it's not completely foreign.
That's just my .02, but my thought process tends to border on the warped side ;-)
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Post by Silverking on Jan 28, 2004 14:15:03 GMT -5
Three people can make a lot of noise?
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Post by Arizhel on Jan 28, 2004 16:55:16 GMT -5
If my I recall my D&D readings correctly, you don't usually hear much about neutral clerics, they're either good or evil (but i could be wrong on this, so don't blast me!). If that does happen to be the case, while I think the onset of spell-casting difficulties would be great once the cleric reaches the -350/+350 range, I'm sure the folks who play such a char (neutral cleric) would make a significant amount of noise. Clerics in D&D can indeed be neutral. It's not as common as a good or an evil cleric, but they definitely exist. A lot of the reason you see more good and/or evil clerics is simply because neutral is a difficult alignment to roleplay. Maintaining the balance between good and evil instead of always being selfish, or always going after the greater good is a concept that many gamers can't seem to grasp properly. Chaotic neutral is in a little world all of its own, and is probably the most difficult alignment to roleplay. There are neutral deities as well. If you look to the world of Krynn, there are indeed three moons, one of which represents Gilean, the god of knowledge, who is a neutral deity. St. Cuthbert is a neutral deity, as is Helm. Neutral clerics in D&D have to make a choice; a good cleric can burn any spell to cast a healing spell, and an evil cleric can burn any spell to cast the reverse. A neutral cleric, however, must choose upon character creation, and cannot change it. There's other things that they have to choose too, such as their effect upon undead. I for one would like to see something more like this for clerics, where different alignments not only have access to different spells, but the power of said spells varies.
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Tam
Full Member
Posts: 170
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Post by Tam on Jan 28, 2004 17:31:14 GMT -5
Mmmmm... neutral clerics. Yes, yes, and definately yes.
In the original Dragonlance (1st 3d) they even made a differentiation between the Holy Order of the Stars neutral, good, and evil.
See, there's actually a very important role that neutral gods and clerics (whether it be good vs evil or chaos vs law) play. Their sole objective is to maintain balance. Good and evil always fight each other, trying to become dominant. If good were to triumph over evil or vice versa, society would inevitably become out of balance. Think of it as the concept of "not truly knowing happiness unless you also know sadness". To maintain balance, both good and evil need to exist.
Now, how is it that neutral gods and clerics are important for this? They play the tipping card. If evil or good starts to get too out of hand, mr neutral jumps in and throws a wrench into the mix on behalf of the underdog. They essentially recognize that good and evil must coexist and promote it.
Once upon a time, it was a lot of fun to play neutral clerics on jedi. Now, I dunno. It just seems (from playing) like things have tipped in favor of good or evil. -Just my .02.
-Tam
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Post by pixie on Jan 28, 2004 20:28:44 GMT -5
on neuteral pritsts and stuff, there is also a specific class of priest that has to be neuteral, Druids!
Maybe, just an idea here, you could make good, evil and neuteral skill trees for this class, harm, on evil, heal on good, and cure c and cause c for neuteral, not as powerful as the others but, can have both...
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Post by ProtoClown on Jan 29, 2004 18:06:30 GMT -5
Now, I dunno. It just seems (from playing) like things have tipped in favor of good or evil. -Just my .02. -Tam Need I remind anyone that evil will win because good is dumb?!? Use the schwartz! PC
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Tam
Full Member
Posts: 170
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Post by Tam on Jan 31, 2004 23:34:44 GMT -5
I guess building druids into clerics is an idea. Personally, though, I'd sooner see druids get their own class down the road. Theres a pile of stuff you could do with druids and theres a pile of stuff you can do with clerics. *shrug* Just my .02.
-Tam
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Post by angelfire on Feb 4, 2004 14:58:18 GMT -5
I agree with tam that druids should be their own class. They do similiar things to clerics, put their held to a higher purpose.
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Griffon
Junior Member
If you make funny faces long enough, this is what happens...
Posts: 81
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Post by Griffon on Feb 4, 2004 17:17:57 GMT -5
Druids could also have some more unique spells and such that would go along w/ the class. For example... To my knowledge, druids are 'forestry-ish' creatures, w/ magical powers, but devoted to the protection of the environment. Maybe we could base some spells off of that? Also, a friend of mine was watching me play the other day, and suggested that maybe there would be a purely evil class in the game... like daemons or such. Sortof along the lines of apals, but with the mage aspect. Has a few decent weapons, but relies more on their brute strength (i.e. warrior like) and mageish spell casting to bring evil to the entire realm... And if we're on that note, what about angels, or something of the sort? I figure that we have pals and apals, which imho are fighter classes on opposite ends of the spectrum. Maybe having mages that are forced to the other end of the spectrum would be fun too. The regen factors could be fun to play with too. I like the whole 'moons' idea, but since it's not always day, maybe suns would be needed too. Also, instead of just rooms boosting/negating regen, why not use the entire zone to assist this? Just my... thoughts... yeah... Flame at will -Nic
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Post by MarcoDelVespuchi on Feb 5, 2004 12:44:59 GMT -5
Have increased information kept in regards to remorts. Have this info tied into the character so that the system knows that this particular character remorted warrior and paladin. Once that is in place, allow 'questable' skills relating to particular class prereqs. Like Divine Smiting requires warrior and paladin remorts and can only be acquired if you have <name_of_paladin_skill> on your character.
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Post by Dank on Apr 3, 2004 14:52:04 GMT -5
i'm a neu cler... always have been, always will be. now shut up, sit down, and listen to me.
back to the topic covered months ago regarding losing levels due to drains.
(1) hell, just make them lose the max hp/mana/move everytime. then, there'd be no f'ing way anyone would abuse it. just make sure you beef up the mob... with a little more gold, xp or eq.
"yeah, farb, hear what happened to drowloft the other day? got sent all the way back to one by a wraith and now he's got -35hps and -156mana. poor little bastard."
next point, and this is really important:
(2) stop messing around with clerics. 'nuff said.
now it's time to get up to my tiny attic temple, where i am sacrificing my tuna melt to the Great Cthulhu in hopes that i'll soon be backstabbing yamus and sipping a firebreather...
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