Damage spells: Difference between revisions

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One of the issues of balance is that there are a few spells that have everything:<br>
One of the issues of balance within melee combat is that there are a few blast spells that have everything:<br>
 
(several independently targeted targets, high damage, resist for half, which are somewhat offset by high EMs and low Base Chances).<br>
(several independently targeted targets, high damage, resist for half, which are somewhat offset by high EMs and low Base Chances).<br>
This was cool when only NPCs had such spells, but 35 years on and the genie is out of the bottle.<br>
Which means combat warriors are competing with blast mages for the amount of damage they do, which increases the demand for protection until GMs have to have ludicrous Strike Chances and damage modifiers to do any damage.


Should combat-useful spells be rearranged to give more options come blast time?<br>
Should combat-useful spells be rearranged to give more options come blast time?<br>
Perhaps the definition of adventure levels need to be clarified to the range of damage, protection, oddities that are acceptable?

Latest revision as of 00:45, 25 November 2014

One of the issues of balance within melee combat is that there are a few blast spells that have everything:

(several independently targeted targets, high damage, resist for half, which are somewhat offset by high EMs and low Base Chances).
This was cool when only NPCs had such spells, but 35 years on and the genie is out of the bottle.
Which means combat warriors are competing with blast mages for the amount of damage they do, which increases the demand for protection until GMs have to have ludicrous Strike Chances and damage modifiers to do any damage.

Should combat-useful spells be rearranged to give more options come blast time?
Perhaps the definition of adventure levels need to be clarified to the range of damage, protection, oddities that are acceptable?