All the 1-alt server need imo is Thieves toning down a bit and Fighters/Pallies new Abillities.
Edit: RULES also need to start being used in the propper way.
i use a pally. i can beat thieves 3 levels higher then me. fighters are fine but overly boring, cant heal so potions get used often, and never have been amazing pvp. could fighters be changed... probably, though i doubt people will still use them. you have 3 powerful classes in 1a right now, thieves druids and mages.
youve got to look at the powerful abilities that's beneficial in 1a since you cant protect yourself with other characters
1. Healing, main thing
2. Invisibility to not get attacked or to have first attack
3. The ability to ignore armor
4. The ability to hit more or get hit less
5. The ability to 'click' someone or something which keeps someone from healing themselves
now break down what classes have on a rating scale of 5 for how good they are
Thieves: Dagger of the Winds a cheap weapon that allows thieves to easily heal them selves when attacking; Covert, allows them to move to areas unseen and kill people before they have a chance to defend themselves; Assassinate which is an obvious help against people and ignores armor, a thief can click fast spawners and wait for them to come back without ever being attacked; Covert helps with number 4, not so much though only in group battles when a lot of thieves are covert, which pandemonium does (not hating, they just use the game to theyre advantage, you could say theyre just smart for doing it), Assassinate again, clicks enough said.
Rating 4 1/2
Arch+ Characters: 58 (1st)
Druids: Able to slightly heal themselves with the spell heal and morph (fairly unusable after lower levels); Camo again making them able to travel unseen, avoid monsters, have upper hand in attacking; Stormwrath, ignores armor and at the low level they recieve makes them very easy to train, only at lower levels; Spells to increase armor, greatly to have little damage done to them.
Rating: 3 1/2
Arch+ Characters: 29 (2nd)
Mages: Invisibility spell to travel to places unattacked and to have upper hand to attack other characters; their spells ignore armor and at higher levels deal a large ammount of unblocked damage; armor giving spells giving heavy ammounts of armor making damage nearly non-existant, but at a high price
Rating: 3
Arch+ Characters: 12 (4th)
Clerics: Healing spells across the board, able to heal for over 100; Spells to make them hit more often, to heal for more against undead, and to help them not get hit as much
Rating: 2
Arch+ Characters: 19 (3rd)
Berserkers: Smite, ignores armor; Smite/Berserk able to 'click' monsters and players
Rating: 2
Arch+ Characters: 10 (5th)
Paladins: Aid heals for about 60's making them self reliable; Holy Speed makes them get hit less, doesn't work very well but does help
Rating: 2
Arch+ Characters: 6 (7th)
Rangers: Hypno, allows them not to get attacked/attacked less by monsters and players; Rapid Fire can click but isn't as effective alone as other clickable abilities
Rating: 2
Arch+ Characters: 5 (8th)
Fighters: None
Rating: 0
Arch+ Characters: 8 (6th)
From this list, you can see why thieves are used the most, they have the most useable abilities that 1a requires. By themselves they can easily be trained, in roups theyre almost unstoppable, destroying the competition before they know whats happening
Edited by ice_cold, 26 April 2009 - 06:36 AM.
I read somewhere that ostrichs hide their heads under the sand because moles watch porn.
ScarletMuse 03/2/2005 11:20am