Combat is perhaps the least relevant part of The Repopulation. The game is primarily a crafting simulator with plenty of lore and world development. Players even put up their own cities and decide allegiances and governing much like SWG. The only real game aspect is the random quests that spring up like SWG terminals or the dungeons to explore across the world.
Entertainer is a skill profession and most skills can be done in town. There's loads of harvesting skills that work into each other and make specializing as part of a 20 man supply chain necessary. Where Pathfinder places the entire emphasis of the game on combat, The Repopulation goes the opposite route and makes combat professions little more than glorified harvesters who murder mighty beasts for their insides and pelts.
All the tools are given for players to explore and do as they please to shape the world. Actual Sandbox gameplay as opposed to the Darkfall approach that PFO and Crowfall have adopted.
Caldeathe Baequiannia wrote:
When did you switch classes to Necromancer?
Also, you're a bonafide Epic level one because that was the oldest necro post I have ever seen.
If we look at SC, it's possible it will merge Space Sim + FPS in space/planets + MMO modules eg persistence, economy etc.
Anything's possible I suppose. But I have a longstanding history of accurately predicting MMO success and I've done so by boiling down gameplay and promises into their least viable components.
Currently Star Citizen promises much and fans are taking those dreams and expanding them infinitely as far as their imagination lets them. That's great if you're MAKING a game, not looking forward to one. I've done the reverse, compressing the promises into the smallest, cheapest module one can possibly imagine while still having all those promises effectively fulfilled.
The end result is that I firmly believe Star Citizen will merely be an arena dogfighter lobby game as it currently is. Players will launch into "open world" or battle arenas, do their gathering/fighting, then return with resources to continue the process. Star Trek Online already works similarly to this, as does Neverwinter, and to a lesser extent EVE because it actually can make good on its promises due to a low requirement client exchange service.
The developers even support this claim with their discussion on how battle instancing will work. There is no need to have players fight in an open world setting when you can shift them into a pocket dimension until another player approaches their battleground and "Joins the server". The game is being built to work as an old fashioned CounterStrike, Call of Duty, or Battlefield server hosting platform with interconnected transitions, a resource-based economy, and a lobby chat room shaped like a space station.
To like this type of model, you'd have to REALLY enjoy the current version of Arena Commander.
1) That's appropriate considering they have about the same amount of money. EverQuest initially cost only $3 million to develop, Pathfinder Online has raised a similarly low figure for its development. It can't afford fancy graphics.
2) Blizzard had the success of their RTS franchise to bankroll their MMO designs with, along with a history of making high graphical fidelity games according to their unique art style.
3) World of Warcraft had a budget of about $100 million which allowed them to go for those 2005 graphics. Modern MMOs cost even more that, with some hitting $500 million developments.
Just saying you really can't expect fancy graphics unless you're willing to give them the money to do it. The kickstarter didn't raise nearly enough money for it.
At some point GW might look to have PFO supported through Steam, Origin or some other game port like them.
Not any time soon, hopefully.
Going on Steam would murder this game. Steam already has a still-ongoing history of products that are released in awful condition. If it went up now, it'd even be an Early Access title which are plagued by this issue. Fans hit the discussion boards on such games hard and the reviews are put on the store page full of rants about every single thing wrong with it.
They'd eat PFO alive.
The game has a long way to go before it's ready for the public to see it, otherwise you're simply going to have a zombie apocalypse of rabid fans who feel scammed feeding the internet with negative press. Better it stays locked away with just the direct backers and buyers until it's something more of an actual game. With stuff to do other than PVP or harvesting.
Escalations? Pff, no. Pathfinder has always been a dungeon crawling game, so the dungeons are where the content's at. Control and right to farm of said dungeon will lead to PVP. Obtaining the boss spoils will be a contested thing for all players and only the best equipped and best trained armies will be permitted access.
There's a whole lot missing from the game currently. The burden of content creation is presently on the developers.
Let's not forget that THIS is what we were promised when be backed the Kickstarter:
Pyronous Rath wrote:
I'm just gunna flag this as wrong forum area since you are not even talking about PFO now.
Try reading the post, it might help. It actually is entirely about PFO, discussing the aggro, the mobs, the damage, survival, PVP, etc. It draws comparison between the source material and the online game to assist in the balance analysis.
Pyronous Rath wrote:
Not sure what your game is here that google doc doesn't work and I am looking at the expandable in game right now 2.2 multiplier.
Go here and click the first spreadsheet. Then read the 2nd post in this thread again, slower, and grasp what's being said (the one by Neadenil).
Provided by Nihimon on these very forums below, and last updated yesterday.
Pyronous Rath wrote:
As for PFO TT this is the wrong forum for that so I won't even get into the dynamics of how wiz's out dps EVERY other class in tt. What happens in TT as we have been told simply does not apply here. Not the balances nor power curves or skill to use between classes.
Oh but it's not wrong forum to discuss PFO, and that's what's being done. The tabletop was mentioned to illustrate the reasoning for the online game working this way. While not all elements of the TT will be perfectly transitioned, this is still a Pathfinder game at heart, so expect similarities. You seem to want a completely different type of game.
Oh and I'd love to hear about how Wizzies outdps Fighters in your world. The common complaint among wizards is how badly Evocation sucks and how much stronger debuffs and no-save spells are. We're still talking about the edition where Rogues can completely dodge Fireballs right?
EDIT: Let's do random google searches for good fighter builds and... done. Level 10 fighter dealing 60-80 single target damage per round.
Pyronous Rath wrote:
Dude first off I own 10 pathfinder rulebook's and that has F all to do with PFO as I have been told countless times.
Excellent! You already own the books! Now read them. Nowhere does it say Wizards run around beating people to death with staff, wand, or even cantrips. They cast the other spells that make the bad men fall down.
Pyronous Rath wrote:
I think it cute that you used lightning bolt as a powerfull ranged AOE attack lol do you know what a streak is lmfao. 5 silver for a video of you hitting more then 3 mobs with that and winning the encounter. First you will need to find four that want to line up for you or are already in line and in range. Would be pretty amazing to get ppl to line up for you in pvp lol.
Thanks for admitting that the game functions, rather than numbers, are what you find to be the issue. That said, even 3 mobs hit means Lightning bolt just went to over 10 damage multiplier, way more than any bow shot.
Pyronous Rath wrote:
Oh and by the way I have lightning bolt it's 2.2 not 3.66 dmg x so try not to lie and I might take this sort of argument more seriously.
Here you go: https://docs.google.com/spreadsheets/d/1WMPFVJKTrV58NC_6oTsHxjWs8zWajD9Td0e 3aJ4bIpE/edit#gid=1807701593
I don't have Lightning Bolt. And even if I did, if it's cheaper and more effective to just use a bow, why would I run around in cloth armor like an idiot when I could be optimized in medium chain armor? To try to be pithy about it, we have the glass part, but not the cannon part.
The bow is single target damage, Lightning Bolt is area damage. If you feel it suits your nuking personality more to go for the bow, then go for the bow. That's why it exists. It's a source of ranged single target damage that will not be outshone by a wizard's spells. Wizards have all the area damage and buffs and debuffs. Glass cannon??? Since when have wizards ever been a glass cannon in a D&D or Pathfinder setting? Even metamagicked Evocation spells could NEVER match what an optimally built Fighter or Ranger could do in damage. Oh you do 10d6 damage with lightning bolt at max level? A Rogue deals that with sneak attack on every single flanking attack for free without casting anything. Ergo, you wouldn't use Lightning Bolt for single target DPS unless you really had nothing better to do, you'd let the Rogue handle it.
The cannon factor of Wizards has always come from target saturation. In PVP, those AOE spells will destroy crowds of enemies, but in PVE, the aggro mechanics and mob damage are what make you hesitant to use them. Wizards themselves are working as they should be. Your complaint has to do with surviving mob retaliation, and that's stemming from a lack of Tanking because -- there's no tank class! There's no glass cannon class! There's no pure healer class! This is not a trinity-focused game where the mages and rogues spank while the warrior gets his face eaten and the priest spams divinity on him.
The balance of the game makes lots of sense if you've played games like Ultima Online, Darkfall, or D&D/Pathfinder. But if you're trying to apply World of Warcraft standards here, you're going to missing the point.
Sorry, but if you think wizards are too squishy, god help any light armor Rogues who think stabbing something with sneak attack daggers is a smart idea. Heavy armor is quite effective currently because mobs do insane amounts of damage and have ludicrous amounts of health. That's the issue you're having, not your DPS. If you had silly amounts of DPS as a wizard, you'd encounter the same problem as when you AOE... the mobs go after you and you don't survive. Being able to kill them before they even reach you would simply invalidate any reason to use melee to begin with.
Pyronous Rath wrote:
Sure... let's look at Lightning Bolt, since I mentioned it. Damage multiplier 3.66 Streak, an AOE that hits everything in a line out to 35m, along with being electric damage which bypasses the physical resistance of those heavy armor guys with swords, and a 50 stack of exhaust to anyone affected by Dispelled.
Know why it's not as damaging as Harm? It's a long range AOE. Not a point blank single target. This is seen with Meteor Swarm vs Deaths Wail. Meteor Swarm = long range burst, 3.27 multiplier. Deaths Wail = close combat burst, 6.26 multiplier. Now look at every other wizard spell... it's either a buff that deals no damage, some type of AOE, or some type of strong single target debuff. All of which take a damage penalty for the utility offered.
So what other classes can nuke a spot 35m away with a 6m burst for the same damage as the strongest single target bow attacks? I suggest looking at Wizard expendables again.
Oh and every class uses power. Warriors use it for utility, weapons for damage. As for ammo, the bow users know that feeling quite well. Wizards can certainly choose not to use power, just beat the mob to death with a club. I wouldn't recommend it though.
Spellcasting classes use spells in Pathfinder. If you weren't aware of that, purchase the Pathfinder RPG gamebook and start reading. This is hardly the first MMO where casters relied on mana while weapon classes attacked for free. If you dislike needing to manage a Power bar, don't play a caster.
Talk about shooting yourself in the foot...
The game isn't anywhere near feature ready to be encouraging friends to come play it. It would just drive those friends away at this point. We're here because we KNOW it isn't ready and we're okay with that. We want to get in on the ground floor and crowdforge it along the way.
But free trials? Buddy program? Those are things you implement when your game is a few months/years old, active and thriving to encourage new membership. All the bells and whistles need to be in place to hook potential gamers into making the commitment for a purchase. Currently there's nothing addictive about the game that's going to do that, all those elements come later when the city/dungeon/war features are added.
I'm hoping they're not just desperate for subs right now. Maybe a little spooked by the ghost town. But that's normal for beta state games. The masses come when the game is READY. They don't slog through hours of not having fun when they can just wait for it to be done right.
Ouch, another painful nerf. Is it going to retain the massive cooldown as well as the huge damage cut? Are wizards really this overpowered?
It's more like they don't want wizards using cantrips as a main attack. Wilting Surge was almost as strong as Fireball, yet only cost a cheap ammo charge instead of Power. If spamming expendables isn't great for wizards down the line, the devs will make adjustments. But first they need to see it and gather data... and that means taking away the existing toys until people start using them.
So next time you're doing some player combat, don't use Wilting Surge. Cast Lightning Bolt.
I'd love to hear about your tabletop adventures of slaying ogres by spamming acid cantrips. Personally I found Fireballs to be more effective at it in both games.
I could resist laughing if the comparison were PFO to Pathfinder as Neverwinter is to D&D, but the one selected may as well be bacon:pig as chicken:sausage. They're all edible.
It's close enough to TT when you really think about how each mechanic works. Armor Class is still present, it just represents average damage instead of hit or miss. The numbers behind the scenes look wonky and feel strange, but they have the same result, like the 10% crit rate most precise weapons have due to how crits are calculated. The real difference is that it's not turn-based. You'll never get that tabletop feel in a fast action game where that fighter can run up to you and punch your wizard repeatedly without you getting your triple spell combo off instantly.
If you were looking for that tabletop feeling, play something like Blackguards or Divinity: Original Sin.
Since the game isn't even a game until open enrollment one year from now, anyone looking to buy a DT needs to at least consider the year's worth. So that's a base of 150$. Post that year, even if you play only three months into the feature furnished release, that's 195$. Add inflation and 200$ is the minimum for a DT account.
As I said in my original expectations, Longbow farming will switch to Spear farming. Spears have an even better exploit than the Longbow and don't cost any money to use. I think ammo counts will make spells and bows a PVP or boss thing. For casual farming of mobs, depend on heavy armored tanks wielding huge melee weapons. That is what I think their plan has been all along because the AI doesn't support ranged combat well, as evident by the fact that we can exploit it easily and rack in the T2/T3 loot this early. The devs want the mobs to have a chance of fighting back and that means getting up close and personal with them while minimizing the effectiveness of ranged kiting.
Casters and archers will still be invaluable in PVP combat, but not as an everyday tool for mass mob murder.
Expectation: Wizards will rely more on expendables than before. People will learn their power and the game balance will be put in better perspective. Likewise, all casters will be more reliant on BUFFS than attempting to wreak havoc with spells when farming mobs. The advantage of having feat training in Maces for clerics will become obvious. Longbow farming T2s will switch to Spear farming.
Pyronous Rath wrote:
He also just made my point. Archers kill better than Wizards. Working as intended.
Energetic Field is not being made less powerful, it's being given a cooldown so it can be spammed less often. It's still the best buff in the game and with two wizards casting it, your group can have it up permanently. I did outline the role rather directly... area effect damage and buffs/debuffs. Never said crowd control was their role, though they do have some spells with it for PVP combat. Bugs do not make casters gimped, those are things you CAN complain about it. Things like knockback aren't for keeping your enemy away from you permanently, they're for pushing them back towards your group and away from you (i.e. RPG balance is not about solo play; you'd be suicidal to go solo in PFO anyway). DDO had its own balance issues with casters with Wall of Fire being nerfed late in its cycle to no longer be the king of DPS (now has a limit of like five mobs). But who DID do all the DPS? The physical classes. If you look at the spells divine casters have to offer, some of them are melee range. And from a D&D/Pathfinder standpoint, Clerics have always outdpsed Wizards. Compare Firestorm and Harm to Meteor Swarm and Disintegrate. Flame Strike remains one of the best damage spells in the game.
I've made my case for the state of Wizards not as an attempt to have you convinced, but as courtesy for understanding the design choices of RPG makers. I have faith that the developers understand this balance well, heck they're backed by Pathfinder's devs after all. Whether you choose to see it or not will be up to you but these roles of casters haven't changed since the dawn of RPGs. Cloud, Squall, Warrior, Ninja, Archer, Dragoon, these are the JRPG classes dealing all the damage. The Black Mage exists simply to take advantage of packs of mobs or elemental weaknesses.
Melee range damage has no correlation when it is still lower than the spellcasting damage. Unless you're talking about the cantrips, in which case we're right back to square one declaring CANTRIPS are NOT how WIZARDS fight.
Arcane casters surpass others in AOE damage and the buffs they can bring to the table, just like every other RPG. You don't pick casters for damage, never have. EverQuest, World of Warcraft, DAOC, D&D, FFXIV, RIFT, Lotro insert whatever fantasy RPG you'd care to and its the Melee classes with the most DPS output. In some games they don't show it in raid fights because they have to move around a lot more than the casters or control their aggro even more to keep from yanking off the tank. Rogues, Assassins, Hunters, Rangers, Berserkers... these are kings of DPS, not the wizards. Not unless the fight involves high physical resistances, strong anti-melee mechanics, or some specific special ability given to the casters. In PVP, the archer especially is well-known as being the bane of casters, the anti-mage.
Casters will be and always have been support. A typical MMO group has 1 tank, 1 healer, and several DPS. Well, here we have Warriors who DPS, Rogues who DPS, and Clerics who DPS. If Wizards were the only DPS class worth bringing to a fight, there'd never be anything else. As with Darkfall and DDO, you WILL see tons of physical classes making up the damage output. And why shouldn't you? Paladin, Barbarian, Fighter, Rogue, Ranger, Bard, Monk... seven weapon users next to the Cleric, Druid, Wizard, and Sorcerer. The better question is if Wizards could buff, debuff, stun, slow, and outdamage everyone, why bring any other kind of dps to a fight?
If you're playing a caster, look at your spell list to figure out your role. Fireball... Lightning Bolt... Haste... Slow... Meteor Swarm... Stun... Strength... they're LOADED with AOE and support spells. Heck, the best buff in the game currently is Energetic Field and it's a bloody cantrip. Let's see how well that Warrior can buff his allies by swinging his sword at them.
Haha, no one is as big BoB huh? The EVE server population surpasses 200,000 and BoB was merely an alliance of 5 corporations with a population total akin to a drop of water in a full glass. There are at least two alliances in game with multiple cities are their disposal and a server population surpassing 20% of the existing players. They're plenty big enough to rival BoB. I explained how protecting one or two is really all that's necessary to begin with, and destruction/theft of player goods is already implemented along with the morale damage inflicted by taking their very lives.
I'm not at all sure what you mean by targets staying. There are no targets mentioned in my post that need be at a tower somewhere. I said declare war and attack their base, that would be the settlements. Considering we've been murdering Thornguards with relative ease, even they do not exist as PVP prohibition.
In a game revolving around PVP, there is no requirement for mechanical benefit. The towers in PlanetSide are about as useless as every one in Pathfinder, and even less simple to defend. In fact, taking them penalizes your faction because of the XP bonus players receive for being the underdog. Yet that won't stop entire planets from being conquered JUST for the sake of bragging rights or dominance claims.
When towers are finally worth strategic resources, it will simply make even the friendliest of players out for blood. But even without that, there are players of the mindset that PVP/scoreboards/dominance needs no incentive. It's its own reward. Which again... no one currently playing seems to be carrying that mindset at this time.
I'm not taking anything personal, you're reading into that. I simply stated that if there's an excess of towers and they need to have value, you simply take them and pass a law against retaking them. Violators get punished severely.
The Band of Brothers controlled half the EVE space before they were brought down by betrayal. They didn't do it by having a guy sitting at every single tower position in the universe watching for signs of intruders and giving his life to hold it. They did it by being the scariest alliance in the game and if you EVER even THOUGHT about touching one of their towers, they would get their royal armada and pulverize your entire base into paste. Declarations of war allowed EVE pilots to kill you without remorse or penalty. You did NOT want BoB declaring war on you.
Same thing here. There's tons of towers, they're worthless. That's nice. So grab all the towers you can see and declare them under your protection. The minute someone puts their toe out of line and challenges your claim, you go to war and pound them into submission until they relent, apologize, and swear to never, ever, EVER touch your stuff again.
Problem is... no one currently playing has this mindset it seems. The towers exist for it, but people would prefer to share. That's rare in games like EVE/Darkfall/PFO.
1) Spells rooting a caster has no bearing on HP. Whether casting in melee or casting at range, the relative health values remain similar. Melee range is going to happen one way or the other because of the 20m range on Charges and the ability for warriors to spam them without cooldown. Which is why this is not World of Warcraft and classes are not balanced for 1v1 combat. A warrior is either going to rip a solo caster apart or be kited to death at 20m-35m and never even get into range of him. Speedy Rogues will Longbows will do the same, and clerics with any speed buffs can simply run away and heal. The game is not going to be fair if you're solo, group combat is the focus point.
Also, the rooting is only TEMPORARY until they implement the full system. Without rooting casters would just kite people to death easily.
2) I don't assume no arcane spells target Fortitude, rather there are arcane spells targeting all the saves, unlike the Reflex exclusive warrior attacks. There are arcane spells targeting all the elements, unlike the Physical exclusive warrior attacks. There exists options for casters, along with range and strong crowd control, so you can customize your attack patterns to the enemy.
3) Warriors have always been good against Death magic, hence the fortitude resistance to the most lethal spells. Don't complain about a 2.9 cooldown on a spell dealing ungodly amounts of armor-ignoring damage in AOE when even a less-damaging single target Greatsword has a 2.0 cooldown and can be interrupted just like any spell can. Those lethal spells are for wiping out the ranged dps and healers, not the tanks. However, if you think warriors will have high Reflex, you haven't seen the 20 point heavy armor penalty. If you want to take the Reflex Bonus past 4, you're going to need to start investing in something other than Strength skills because of ability score requirements. Warriors are not going to have high Reflex bonuses unless they're aiming to be Archers, and at that point they're wearing medium anyway.
There's a lot you can't comment on right now because you haven't seen its efficiency yet. The game is at its earliest stages, barely a game at all, yet there's your doom and gloom about how casters are gimped without so much as leveling one first. Don't be the level 7 wizard complaining on some MMO forum that his class sucks, you'll only get told to level it up and learn it first.
Also, a lot of the tricks we can do right now are from lack of ability requirements. At tier 3, good luck having the same build. Specialization and weapon focus is going to set players apart a year from now. We're not going to be able to run around with longbows, heavy armor, and still murder everyone. Not to mention: if there's legitimate balance issues once the game develops, they'll be fixed.
I think one thing that concerns most of my friends and half this forum is the vision. If Goblinworks could explain, less in semantics and patch notes and more in overall goal, what the eventual goal for the gameplay of Pathfinder Online will be like and the interactions that can be expected, I think people will have a clearer picture of what can be expected from it.
Currently, I have several friends who backed the Kickstarter and think the game is terrible. I tried explaining that it's in its early stages, but they don't know what could possibly improve the game from where it is now. They lack the vision to see the full picture, and I think many people selling their accounts or doubting the game are having that issue too. If these hardcore backer fans are, then random strangers may not have a chance at all without substantial exposition.
So yeah, I'd have a session on QA or an explanation of what kind of great things await for us in the future. The way I see PFO, it's a sandbox virtual life where you can take on a living role as an NPC or hero in an adapting campaign setting with goals like creating settlements, going to war, controlling strategic resources, vanquishing dungeon bosses, acquiring legendary spoils, and other things typical of a tabletop campaign. Breathing life into the world.
Pyronous Rath wrote:
No, it's not reasonable in a game where range and penetration are factors.
Wizards have very little physical resistance, but Warriors have very little magical resistance. That heavy armored warrior you're fighting is just as squishy as your cloth-wearing mage in this game. They even have about the same number of hitpoints. So what happens when the two start trading blows? The higher damage wins. If you had wizards with damage surpassing physical weapons, they would ALWAYS win. Now add range, crowd control, and wizard buffs to the mix. It becomes severely slanted towards the caster.
Now add the fact that wizards already do have expendables with greater damage output than anything a physical class can deal while targeting saving throws they are weak against and said physical classes have nothing for megaburst. This is not World of Warcraft where my rogue has Sinister Strike or a slew of stuns. Warriors have consistent dps output with a few snares and charges. If you need even more advantages to win as a mage, you're doing it wrong.
The server is still low level. Low level casters get s$%& on in every RPG. Later, those mega spells are going to be the meta.
Just like real laws. I'm sure you had a point somewhere...
Anyone wishing to sell towers simply needs to control the ones people would otherwise take for themselves.
In any case, I'll make this simple. Touch the towers in my mountain and I will $@&%ing kill you.
TEO Alexander Damocles wrote:
If someone asks for a dollar per handful of sand, and then cuts their rate to a dime per handful of sand....I'm still going to just pick up my own handful of sand.
The solution is for we as players to pass a law against the picking up of sand. Violators of the law will be prosecuted to fullest extent of my sword's ability.
Neadenil Edam wrote:
Then there's people like me, the true achiever, the born leaders. We love PVE because there are challenges to overcome and failure doesn't diminish our drive, it motivates us. Every new boss is a puzzle to be figured out and our repertoire of tactics has grown over the years through playing countless MMOs. Success has become a career for us and we're quite good at our jobs. We love PVP for the same reason, that challenge, that puzzle, that ability to surpass the obstacles standing in our path and prove ourselves before all. Leaderboards are our shrines where we pray to the god of skill, that he might bless us with his favor. Ranking number 2 isn't good enough and we are constantly coming up with the strongest builds and tactics to massacre with.
Our primary goal: Glory, Fame, Absolute Reverence. All shall know name. Enemies shall fear it. Allies shall praise it. Even developers shall honor it. Like unto the gods themselves we cast our shadows over all, whether for benevolent protection or malicious tyranny.
Oh but we're actually really nice and helpful guys!
Lol, what? They're not at the cleric trainer, they're part of the expendable system. Clerics have the most powerful attacks in the game. I think Harm has something like a x8 multiplier on it.
This is Pathfinder. If you picked Wizard or Cleric, expect to need to use actual spells to do major damage. The cantrips and orisons they give people are simply so we can farm mobs without needing to stop every hour.
But in PVP combat, I bet you will come to FEAR the day when physical armor ignoring clerics spam Firestorms on your army.
Lemkii Twins wrote:
Divination is also limited in this game since most things are player based content.
Mechanically speaking, divination spells are entirely possible to do.
Location spells are simple, it simply points the way to your target's current location. I think rangers will eventually have Track too.
Clairvoyance is simple as well. Your camera, not your character, is what determines what you can see in the world. If the game detached your camera from your body and "teleported" it to the spot you want to divine, you would be able to see that location's surroundings without being there physically. Very useful for wars and pvp combat to have a diviner. Of course your body would be as lifeless as a rock while you were doing this so watch out for gankers.
If you want to know details about your enemy's stronghold, that too is possible. Or perhaps you want to spy on the contents of someone's inventory without actually killing them.
Lots of Divination spells are possible. Just need to be imaginative.
Natan Linggod 327 wrote:
Currently there is only the Wizard but Sorcerer will be coming later as will Bard. We have no idea what the differences will be.
As for what spells they can cast, there's a small list of expendables currently that are entirely stat oriented. Damage, buffs, debuffs. Some examples are:
- Force Missile, Fireball, Lightning Bolt, Power Word Kill, Wraith's Cry, Meteor Swarm, Delayed Blast Fireball, Chain Lightning, Cone of Cold, all of which deal damage
Neadenil Edam wrote:
Those 50 hp are worthless next to the resistances. You're not getting two-shot in heavy armor. Physical resistance is especially good against high multiplier attacks, which is what everyone is using for PVP. Blocking 15 damage from a longbow or almost 25 damage from a greatsword is awesome.
Maybe at T2 those hp will matter but not right now.