d2frob wrote:Ok, just played 16 waves on monster arena with cress and whippersnapper. All i can say is things have got silly. The classes were never the problem, the fast adren spawns and safe spots were. Of course adren masters seemed overpowered, they had fast adren spawn and double magic. Honestly the double magic does (read did) make sense, vorpal +22 was a selfish weapon.
The most fun i've had on this server has been on 1on1 mixer and spacejunk. Mixer was most fun the first time it was put on the server, me acy and a few lower levels had a great time trying to hold the small room where the lift is by blocking the lift and spamming the entrance, it was challenging and exciting. Spacejunk was fun before hiding place were found (and yes i hold my hand up to using them at times) because everyone had to work together and hold the tunnels.
Honestly i'd like to say that about the other maps but I can't because they're just dull with safe rooms and fast adren spawns.
Since the changes (sliths etc) adren masters have been seriously nerfed, adren drains in seconds and poison goes through globe. At lvl 175 i get my ass kicked so I feel sorry for the rest that are below because they must last hardly any time at all.
Essentially I am trying to say the class balances were only an issue on the maps with fast adren spawns and safe rooms, other imbalances tended to be though the poor use of stat points. I'm not claiming my builds for medic or adren are perfect by any means but i've started again and again to get it right. I believe the adren and safe rooms are there through a general feeling the map must be beatable by low levels. Perhaps it's impossible to have a complete balance that lets low levels play as much as higher levels. A suggestion is to raise the starting level, therefore removing the need to have the dull waves or the incredibly easy maps.
Thoughts?
I agree with everything you've said rob. I don't see too much of a problem with the classes (if it ain't broke, don't fix it) as I do the maps. Energy Sliths crush any AM that steps outside for the slightest moment unless you have decent DR, (something most AM don't have until much later levels) and even then they don't last long. You have to really keep on your toes to stay alive. I feel most of the monster changes to the server has been put in to prevent the use of a Globe, and that's what keeps me alive when it gets tough. Medics have healing weapons & high DR, and WMs have vampirism and DB. I have energy sliths and waillords with highly adren draining abilities knocking on my door.d2frob wrote:I managed to get a few games in today and basically almost the entire server either switched to their medic account or started a new one. Adren masters can't take the the energy sliths on like other monsters. With the exception of titan rocks, medics are near invincible (provided a low level is on). I play a lvl 175 adren master and 151 medic, the medic kicks the adren masters ass. WM i only got up to lvl 60 something to try out loaded weapons and personally i just couldn't be bothered to spend the time getting db etc up so I can't speak personally for wm's.
I do agree medics top out early but neo and brain still manage to kick ass.
I do believe that if changes are going to be made then something as to stay the same. It's like a science experiment where you change two variables at the same time, you'll never know what's causing an imbalance or what it is that needs to be tweaked.
If we had monsters that could inhibit a medic's ability to heal, or a WM's vampirism then we might as well not bother buying a class and max DB, DR, quickfoot, etc. AM have an artifact that a majority of the monsters are geared toward removing the ability to use it. Right now, it makes me feel that the "overpowered adren masters" are getting the short end of the stick. I had more fun playing when the globe was accidentally taken out then I did fighting energy sliths. (the waillords were hard enough)
The fact of the matter is someone, some how, will in some way have an advantage over another.
Disclaimer: I'm not bashing any classes, or bitching that AM's have been changed. I'm just reflecting my experiences with the recent additions, and how I see the other classes compare to mine. :compress:
As for some of the previous suggestions, I don't think artifact retention would be a great idea. Might as well give everyone else loaded weapons. Nor do I think WM should have the ability to +1 their weapons, rather have them spawn with more desired weapons (ex: spawning with a set of weapons with protection, vampiric, healing, etc instead of spawning with 3 sturdy, a force, and plain.) Is that in any way possible? I also like the idea of berserk for WM. Give their abilities a boost when they are say, 25% health or less? I'll post some more ideas a bit later after class.