correction: 'Player skill vs Power' CURVE for the class:

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Posted by SphereMaker(IMM) on September 23, 2000 at 09:38:16:

In Reply to: RE: Conjurer evolution posted by SphereMaker(IMM) on September 23, 2000 at 09:33:07:

> > > Which is what? A class with skills and spells? What is it that drags CF down?

> > Things being simple.

> I'll agree with you that outside of preparation work, there are not a plethora of combat options for a Conjurer in the middle of a PK. Then again, I didn't really intend them to be a PK class. Nor did I intend for it to be a "popular" class given that the spells were somewhat quirky and it was more about planning than being impulsive.

> Will that change? I don't know. The new options for Elementals will probably satisfy some people (you'll have more direct control over what the Elemental is doing) -- they were left out of the original release because the playtesting plan went down the tubes and it was clearly going to be difficult enough to evaluate the class without adding in the kitchen sink. Obviously the class will change over time; every class in CF does. Each becomes progressively more specialized/complex with time. Does player feedback help? Yes and no. Unfortunately the majority of the feedback isn't useful or productive. An unskilled player with a Conjurer is going to have his ass handed to him. A mediocre player with a Conjurer will do well against other mediocre players. I've heard a skilled player describe ANY Conjurer as "free gear". The difficulty in evaluating Conjurers may just be the fact that there isn't a smooth "Player skill vs Power" skill for the class; some people will think they're an uber-class and some will think they're completely weak.

> So really, if you think the class is boring, don't play one. There are classes on CF that I'd personally never play because they don't interest me. That's one reason we offer a variety of classes in the game -- so people can choose what suits them best.

> > 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?

> Familiar (one of several), Smoke mephit, Nightgaunt, Sending servitor, Radiance para-elemental (Flash), 4 different Elementals, 4 different Angels, 4 different Archons, 4 different Devils, 4 different Demons = 25 different extra-planar beings. When Contract is finally implemented that will increase signficantly.



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