Re: RE: Conjurer evolution:

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Posted by The Pumpkin King on September 23, 2000 at 09:56:06:

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.

Nor are their preparations much more complex than anyone elses.

>Then again, I didn't really intend them to be a PK class. Nor did I intend for it to be a "popular" class

And yet, that's what they've turned into due to their simplicity.

>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) --

Cool. You should beat someone with a stick until they code more.

>they were left out of the original release because the playtesting plan went down the tubes

See previous Ashaxreyn comment.

>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.

I would say unskilled conjurer versus mediocre other character is usually not even close, the conjurer will win by far. What seperates an unskilled conjurer from an incredible one? Mostly amount of time they're willing to wait to conjure mobs. You end up with people doing c 'conjure angel' 1100 and then sitting back, watching fights, not doing anything. A skilled player adds to this by using wands or whatever, but that's not a huge difference from going to take a piss while your character sits at the large crossroads. My conjurers rarely prepared beyond mobs. Why? Because 99% of the time it was a waste of time, the other percent I died and regeared, still saving time.

> 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".

With certain classes against MOST conjurers, sure. I hear familiars can't do a general where anymore. That's a welcome change for thieves/assassins.

> 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.

Not only do I think the class is boring to play, I think they're extremely boring to fight. I'm not going to rant about healers because I don't like playing them.. because, well, they add to the game.

> > 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.

Familiar, one of nine (regular), smoke mephit, nightgaunt, sending, flash, elementals are basically the same, angels are basically the same, archons are basically the same, devils are basically the same, demons are basically the same. Ten.

> When Contract is finally implemented that will increase signficantly.

I can't wait. Any changes planned for how mobs are conjured?

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