Posted by The Pumpkin King on September 22, 2000 at 23:50:39:
In Reply to: Re: Conjurers posted by SphereMaker(IMM) on September 22, 2000 at 19:11:49:
> I have yet to see someone actually excited to see a new class go in. It usually involves a lot of bitching and complaining, in my experience. I hate empowerment. I hate practicing spells. I hate having to prepare. Or whatever. > > Assassins changed from a bland sort of class into one of the most interesting and challenging in the game. Yay. Everyone's happy. > Assassins are very cool. > > Then, conjurers come in... they look good, sure, on the outside, but they really just end up being a repetitive, boring example of what drags CF down. > Which is what? A class with skills and spells? What is it that drags CF down? (I'm actually asking this earnestly. I may or may not agree with you.) Things being simple. > > To compare: > > Total offensive (non-automatic) skills to choose in a fight (including kicks as one each for assassins). > > Assassin: 24 > Although they have the ability to deal out some heavy shit in a fight, I would put Conjurers more on the "exploratory/utility" class list instead of the PK/combat list. How many offensive (non-automatic) skills does a healer have? Should we get rid of healers as well? Exploring with them isn't particularly interesting, though it may be a bit easier. Healers heal, that's basically it, they aren't really meant to do anything else. I'd say conjurers are more on the pk/combat list than they are an exploratory/utility class. > > Unique skills? > > Assassin: 20 > You're kidding, right? Or do you mean "unique PK/combat skills"? I'd argue that conjurers can do a lot of things that other classes cannot. Things they're going to do in a fight. We can even add sending to the list if they're going to flee and send a heavy sack so someone can't dodge (which isn't magic missile or scourge, so it isn't happening). > > I leave out familiars as they really do not offer much in the way of making a fight more interesting. "Yay, my faerie dragon woke me up.. now I can go back to spamming magic missile!" > How Arolin-esque. This class is about conjuring extra-planar beings, not about killing everyone in sight. If your primary interest in playing this game is fighting other players and having a lot of options in how you fight them, then don't play a Conjurer. Obviously you'd be disappointed - I could have told you that if you had asked. Then make it about conjuring extra-planar beings. They can bring what? Six completely different mobs total their whole lifetime, the same for every conjurer? > Might I suggest wands, staves, and (if you're so inclined) scrolls as an option. They were included in the first number for conjurers as an offensive option. That still leaves them far behind anything else. > > It's much like the difference between driving an automatic and driving a stick shift... the experience can be visceral or flaccid. You're not really very much in control when playing a conjurer. > And yet some are successful and some suck. I'm not arguing the point, but I find that interesting nonetheless. > Suggestions snipped since I'm not really interested in them.
> > Additions are great, everybody loves a new area, class, skill, spell, whatever.
> > Conjurer: 8 and six conjurations.
> > Conjurer: Flash and conjurations.
The conjuring of the beings gets old pretty quick.
> > Skilled players prefer to actually DO something while engaged in a PK.