Honestly, what's in SK for player use other than equipment and characters? The tactics of group combat vary highly depending on what the groups are actually containing. Enemy rogue? Your priest is getting circle stabbed. Enemy sorcerer? Expect something meaty and disposable in the way. Paladin? Hope you're not a poorly equipped drow. Equipment is the variance factor that keeps things from becoming more predictable than they already are, and allows for people to put in work before they get a kill to make it easier. I wouldn't ridicule the equipment, but I would ridicule the fact that a small playerbase means there's going to be more effect felt from the outliers who know how to efficiently pour significant chunks of time into their setup.
I don't see how that came out of a discussion on sorcerers, though. Ardith has it best of anyone: what makes sorcerers overpowered is that they can tap into pretty much anything. They can harvest nearly any type of power creep that pops up in the game. Why play the tank when you could charm it for free? At least now, hopefully, this will begin to not be such an obvious tautology.
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