Here I am with a list of random suggestions after being back playing for a bit. Note - this is mainly from the perspective of the class I play (hellion), and I have sat on some of this for a bit to consider even posting. There’s already some great advocates for other classes in this thread so listen to them. I love the idea of shooting for the moon with new ideas, but there’s some basic issues of fun/convenience that I think would be a lot to make it easier to play some lesser played classes and stick with them (and use existing stuff). If we stop wanting anything we’re dead, right?
S “Remove active breaks” tier
Poison/plague: the (positive!) change made to increasing their tick time has completely pooched how long they last on weapons as maledictions; done within under a tick, kind of useless. Don't see a use case for the spells when this is true.
The supposedly still broken “new” skill for midnight: reducing attacks to 1 when mastered, has I think since I left or not long after when it got put in. can't get to the forum to whine about it there. maybe be nicer about the room-affect spell's mana drain cost.
Loyalty tokens: I know this isn’t a break, but it’s S tier. I think there’s benefit to letting characters use LT they earn to prolong them playing those characters. If I didn’t have ~20 in the pot coming back I’d have just noped out. I know it’s dumb, but it’s just a nice thing that is still limited and can be cashed in to promote exploring the game some more, y’know?
forumid: the help files for cabal skills are awesome but gated in forums, so this is kinda rough to have broken. If unable to accommodate (which is very understandable and I cannot fathom the PITA it was migrating servers), can we just put these help files in game? I know this runs counter to the design philosophy of cabal mystique, but I think flattening the world for new (or older and forgetful) players is nice.
A-plus-tier: low effort buff/balance tweaks to the class I am currently playing obviously thanks
hellions/locate object: not getting locate has been like a 20-year-long-wedgie stuck in any hellion player's quality of life backside. Please give relief. More on this in A-minus tier. Solution: give
Hellions/dominate: A max int human/helf hellion still can't sleep holding one w/ no other spells, and whatever details I could offer are moot beyond that. The prolonging of combat and harsher emphasis on mana management has drastically highlighted how imbalanced the spell still feels in terms of risk/benefit for a hybrid class. It hasn’t ever come back from weapon subtype implementation, and it just feels bad to use still. Great, I can get a one-hit-and-dead bard NPC that can sing songs of war, free shrink/enlarge, or a barb with toughness scaled around ‘cotton’. Solutions?: remove NPC level cap (or raise it greatly) OR reduce concentration to the point a max int non-deep-elf hellion can sleep OR (worst of the 3 but giving options) keep the same level cap but otherwise swap to a tame-like skill rather than an onerous held spell. It really feels not-fun to juggle and hurts when you realize these are NPCs the classes you're fighting are leveling on at veteran.
Hellion/necro/sorc, shield spell: concentration and the mana cost to maintain just never make it viable for any of the classes that have it to actually cast it. I am genuinely curious if I just don't understand something (likely), but I doubt we need more than two hands to count the times in the past decade someone actually intentionally typed c shield. Solution: consider adjusting it to be timed with no concentration rather than untimed with mana drain. Make it self cast only maybe for balance purposes? Anything that drives up the value/usability of the spell, as it is one half of the intimidate + shield combo that hellions have as competition for sanctuary. I don't even know if I care if the actual # value of the MP provided is raised, but why not? Give these classes a real and unique manner of magical protection.
Hellion, envenom: this feels like it fits wildly well in with the cursing/debuff skillset. Feel free to forgo all the other tweaks and give Hellions envenom, or just pick and choose. I don't consider locate a buff as a long standing injustice, so that should just happen even if you toss the rest of this trash in the bin. suggestion: give
A-minus-tier: rebalance/give quality of life perks for classes I don't play but tried when poking back with fresh eyes adventurers, lore: I know SK design philosophy is unique, but I have to say I’ve been on a non-zero amount of muds where basic identify falls into a universal tier of spells/skills everyone can have. Democratizing in-game item understanding is something I would advocate for, and lore exists as the skill/adventurer version.
shaman/warlock, identify/locate: same as above.
sorc and necro, shield spell: Fix shield spell as above and also watch sorcs and necros benefit. I think they are the ones who also get it, but 90% of SK knowledge has fallen out of my head.
whatever other people asked for in this thread that's easy
scouts should be apex bow predators: IDC what needs to happen otherwise whether it's an equivalent to specialize bow + another bow-specific enhanced damage or what
shaman, necro, and hellion, malediction buff: this is just stupid fun of tentative actual usefulness, but let them cast their maledictions on a container rather than a weapon and getting all eligible items in the container debuffed, so long as they have enough mana to do it. You show me a sprite shaman or delf necro in the back row hucking a knapsack of throwing knives covered in maladies and I will show you a stupid but fun time. It's insane how many tries it takes to get a malady to land on a PC that's not naked.
rogue, scout, hellion if you give it to them, envenom: haven't tooled with the skill enough to know if it needs buffing, but for dumb fun's sake consider as above with acting-on-a-container, so long as enough herbs are present. I think this is more a scout buff than anything, but I know this is high-coding-intensive so least likely.
C tier: least reward, little effort, but fixes something that hurts me deeply and personally
mastering spells: I’ve played this game half as a mobile mini game since poking back, just to spam skills/spells to mastered in otherwise downtime (might as well be transparent, @ me). It is almost comical seeing how many hundreds (or over a thousand) casts it can take to get a spell just from superb 1 to mastered sometimes. This isn’t my change hill to die on, but just throwing it out there that a small mercy would be tweaking spell improvement tick rates for literally every class that can cast.
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