Author Topic: how will fighter mages(warlocks) work??  (Read 1758 times)

Reinex

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how will fighter mages(warlocks) work??
« on: May 18, 2002, 05:46:32 pm »
will they be just a chacter that uses both magic and weapons or will they have skills/magics that r specfic to a fighter mage?

well im asking this coz the first kind suxs they r always too weak!!)

but if there were magics that were desigh for chacters that use weapons as well that would be good.

a good example of a fighter mage was the asassin in diablo2. it used maigcs(traps) as well good fighting techniques(telekinteics based attacks).

hmmm something like theres magics that add elemental damages to weapons, quick firing magics i.e. no casting delay(if ur in meele combat u can\'t afford casting delays! since ur getting hit alot!) of coarse they don\'t do as much damage, be able to use attacks that involve using weapons and magics at same time(dragon flight(from d2) u teleport to an enmery then dish out damage when u appear next to them

plz don\'t imake it like Helbreath where u can only be a fighter or mage, really untill maybe high lvlfighter where u get para,zerk, heal and staimna recov . Using magics and weapons is useless in that game :(

plz comment, any more ideas for fighter mages?

paxx

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« Reply #1 on: May 18, 2002, 08:11:15 pm »
Fighter mages or any character will be a base thing in the sence that, this is a 100% skill based system, if you put your point to one (fighting and add a little magic you will be fine and if you put it to magic and get some fighting skills you will be fine, if you go down the middle you will probably be fine, we will see how the magic works out.

you will make what you want there will be nothing that tells you you need x and y to be a fighter mage.

to answer the other question, you will get nothing specific to your fighter mage, you will get what you pick based on where you put your points.
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David_HD

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« Reply #2 on: May 30, 2002, 05:33:49 pm »
While it seems this person was thinking of a class based game, he does raise an interesting point, (if not a really earth shattering one)... In order for people to be able to create the kind of character he\'s talking about, there need to be sufficient spells focused on improving ones own fighting abilities and such that that character won\'t suck. That\'s just something for whoever\'s doing the spells to keep in mind.

Reinex

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« Reply #3 on: May 31, 2002, 04:39:35 pm »
actualy i know that this game is class less based but u still have classes, ie wut type of char a player has made theres just no restriction on how u make ur char. But any way wut u r saying david_HD was wut i was getting at, there needs to be spells that r for ppl who like to use weapons as well, ie not mage spells but totally different spells, other wise there will be only mage and warrior type chars :( which is kinda boring, i like to use 2 single handed swords at the same time as frying my enermies with magic ;p

comon ppls this is a serous isssue need more comments on it

kyalin

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« Reply #4 on: May 31, 2002, 06:41:28 pm »
Seriously, how fair does that sound to you.  Using a 2 handed sword while frying them with magic.  If you could just do both that easy, thats what everyone would do.  There wouldnt be any different classes that way cause almost everyone would wanan be a mage warrior because u can fight and use spells well that way.
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David_HD

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« Reply #5 on: June 01, 2002, 07:10:59 am »
Well, sorta. But if you\'re using both it\'ll take you longer to be as good at either. Once he\'s reached a high enough level, that\'s perfectly fair. It\'ll just take him a while to be as good at either as anyone else, but if he is able to use both effectively...  But he\'ll never win a mages duel with a mage of the same level (or any duel, if the mage succeeds in keeping him back), nor any competition where magic is barred. I think it could well be fair... Just requires a little work on the part of game designers to balance it.
Oh, and kyalin... Just for the triviality of it... Reinex said 2 single handed swords, not a two handed sword... Not that that changes anything at all. :P

Reinex

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« Reply #6 on: June 01, 2002, 06:00:40 pm »
hmm that is a point but if u consider that quick firing spell(its wut a fighter mage needs) will do less then a casting time spell that pure mage would use, its fair. im not asking the spells that mage use be the same as fightermage but different spells that have no casting delay therefore do less damage.
Theres many ways too easly balaance this out like lesss damage, higher mana cost, less area effect. im just asking for spells that some1 can use while using a weapon at the same time(so i don\'t have to take weapons off , which just defeats the purpose of being a fightermage) don\'t care if they r hady cap, which they should be!

David_HD

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« Reply #7 on: June 08, 2002, 09:19:01 am »
Or maybe we should give red mages the Rite of Stat Swap, a la 8-bit theater? :P

ParaSite

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« Reply #8 on: June 10, 2002, 10:46:19 pm »
Yeah, why not make em invincible and give em the most destructive spells at level 2?.

Seriously, of course the rules team will try to find a balance. Thing is these things can\'t be tested as long as they don\'t work in the game. So probably in the beginning things like magic need some finetuning. But don\'t worry, it would be totally stupid if we made mages lesser then fighters.
<Worf> These are the moments when my ego gets put back on the ground. I use linux for quite some time, and am soon 2 years maintainer of a linux distribution. I started to think I would be good at it. But then I tried to get planeshift running.

David_HD

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« Reply #9 on: June 11, 2002, 02:39:38 am »
Unfortunately, finetuning often leads to the breaking of characters that people have grown attached to. I saw that happen a lot in Diablo 2... I\'m wondering if anyone can think of anything to address that, or if it\'s an unfortuanate neccessity.

Kendaro

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« Reply #10 on: June 12, 2002, 05:10:31 am »
well one way we are tryin to keep from breaking a character or making one more powerfull than any other is to remove levels. it is how you grow your player that will make that char work and not how much XP per level you gain.

an easy way to think about it is that you have a set amount of xp needed to gain AP. you then take this AP and aply it to your stats. you also get another form of AP that only goes to skills. Only thing this means is that if you spread yourself thin on points as to gain a more jack of all trades character then you will simply just have to play longer than most. this is a way to keep a player that wants many skills to not be as good and in the same time played as someone who has specialized themself.

So with no levels and being a skill based game it will be up to the player whether his char will be \'broke\' or not.

David_HD

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« Reply #11 on: June 12, 2002, 11:45:53 am »
That\'s not exactly what I was talking about... I mean a player invests hours of play building a character following one path, then in a new version it\'s decided, for whatever reason, that one of the skills that character is relying heavily on is too powerfull, so it is toned down dramatically. Suddenly that character is no longer able to deal with anywhere near what they could before, through no fault of the player. That\'s really obnoxious, from the player\'s perspective. I don\'t see any way to avoid it, though... Maybe there isn\'t one. But should someone think of one, I\'d be very interested. (And so would the development team, I\'d hope...)

Kiern

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« Reply #12 on: June 14, 2002, 03:54:06 am »
Ya, there probably isnt a real way unless they have it all planned out at the beginning, which is impossible if you want a good game, and this IS a pre-beta/beta(later) and they aren\'t really responsible for people growing attached to their planeshift selves....but now that is going to bug me for a long time and i probably will never see how  ;(

But since they wipe stats that wont really be a problem for this, until the beta o\'course  :D

EDIT: im not sure if i understand what i just said  ?(
« Last Edit: June 14, 2002, 03:56:29 am by Kiern »

David_HD

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« Reply #13 on: June 14, 2002, 04:51:47 am »
Kiern: Hehe, well, I think I understood...

The best thing my friends and I could come up with is to use some heuristic to determine who is overly effected by a change, and let them move maybe 20% of their skill points... Of course picking a heuristic would be dificult...


lokee

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No classesPlaneShift doesn't have "classes", what are
« Reply #14 on: July 17, 2002, 07:37:36 pm »
PlaneShift doesn\'t have \"classes\", what are you choosing in this screen is a predefined set of stats and skills, but you are not bound to that profession when increasing in experience

 

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