->We have all heard of this new armor enhancement comeing out called spell absorb.Alot of people find this new enhancement has been rbought into the game to late to save there hides, others find it an exciteing new twist to the game, and some of us see this as a potential problem that is fixing to sweep 1a.Some facts on the issue.
-Mages on 1a will be effected the most due to the fact as everyone knows that is there only source of attack.Beam at arch hits a person for a max of 64 damage as tested on a current lvl 32 mage in 1a.His total rounded damage hits for a max of 320.When this new spell absorb armor goes in how much will his attack be effect?from what has been gathered so far a spell absorbation of .10 is 10% of the total 1 stam beam.so if he does 60 damage a beam the damage reduction will be 6 leaveing a total of 54 damage a shot.Further spell absorbation of say .30 on a 60 beam shot will be a reduction of 18 leaveing him with 42.Now no one is for sure how far spell absorbtion will go,but lets add the total amount with the 30% reduction.An arch mage with 5 stam,hitting someone with 60 beam damage (based on wisdom mind you) with a reduction on each hit of 30% is 210 damage.Anyone see something wrong with that here?The zerkers in game right now that are arched with Halbers hit for 500+ at times, an arch theif with Dagger of Spirits can hit 330.These classes alone have the ability to click an arch mage who comes out with 254 hp at arch.So the calculations here are that an Arch mage is going to stand in a fight against and Arch theif and do what?scratch him/her?If mages are going to be reduced to damage such as that i think something new should be added for them to balance this current issue out.Mind you as i said above this is all speculation due to the fact we don't know for sure what the absorb% is going to be yet or to what equips they will be placed on.There is still alot of unkown issues here.I suggest though add more armor to the mage class so they can stand a better chance.At arch with base equips a mage has 49 armor, when spelled there armor is 120.(This is based off current arch mage armor with Aop and other spells added into effect.*)Spells however dont last long and before anything is said about roundage or the fact if a mage has more armor then a fighter this will never happen look at the calculations above.Do something to rebalance the mage class out.When all of this started with people talking about mages being over powered i suggested raiseing the resistance rate a little but that did not get far.You thoughts and ideas on this topic will be waited for with intrest by many players.
-[Clan] Freek: Mages can only train close to a pub or spend lots of gold... They dont have spells that increase there dmg like any other class... They have as much hp as most classes have at lvl 25. They dont get beam till lvl 25.... They dont get 4 stam till 26 (edited for certain words lol.<3 jordon.)
-(Yes i know this has been spoken of before in another topic but like i said i am adding other stuff to this so again bare with me.)
->Fighters and a lack of.(As far as some people say.)
-Fighters in Nightmist have been here for a while and alot of people play them and have arched them on main.In 1a they are still played the same but different tactics have had be worked out to fully play the class.Alot of people think fighters need abilities to make the class more useful in combat.Think back to other games where fighters have been played.Fighters are basicly tanks designed to take heavy damage and to give heavy damage.The ability to equip heavy armor and massive weps have always been in there favor.If fighters do require something i believe they do need a magic wep of some kind or something like a magic wep that is vampiric to a small degree.Nothing over powering.Cobalts are just to much for 1a right now and i dont see one comeing into the game any time soon.
->New equipment layouts for those above average.
-We now have people in 1a and on main who have passed the lvl 30 barrier.Increases in stam and health seem to be doing pretty well at this point in time in the game.Players are looking though for a little something extra to add to this though.Alot of us have asked why just increae in lvls to increase in lvls?there really is not alot you can look forward to besides gaining more hp and stam as you progress through the world of Nightmist.What we would like to know is if there is anyway to add new equips to the game for higher lvl charcters.Say something maybe at lvl 35 and then lvl 40?A full set that is class specific perhaps?or break it down to three or four smaller equips at lvl 33,35,37 and then 40, with the lvl 40 equips being class specific.i don't really expect alot of support on this thought, but i threw it out into the air to see what kind of ideas flow.
Edited by Trevayne, 04 September 2007 - 09:20 PM.