Skull

Mcduff's page

Goblin Squad Member. Organized Play Member. 125 posts. 1 review. No lists. No wishlists. 4 Organized Play characters.



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Played my wizard last week at a pfs table. The fighter got nailed by a fear spell near the end of a fight with an enemy caster and began running away at full speed. At the moment, I was the only one anywhere near him, but my scrawny tiefling wizard was in no mood to try to physically restrain a 6 foot tall human fighter in heavy plate. Instead, the scenario went something like this.

Me(looking over my remaining spells): "Hey dude, what's your reflex score like?"

Him: "um, not too good?"

Me: "Sweet. I cast grease beneath the fighter. Make me a ref save."

Him:"...4?"

Me:*Smiles*

Goblin Squad Member

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DarkLightHitomi wrote:


2 Early decisions with character can prevent any future possibility to achieve

Given that A: there will be ample warning about deviating from capstone, and B: Permanent consequences are one of the defining attributes of a sandbox game, I'm not sure how this is a problem.

Anyone who chooses to multiclass early on and avoid capstone should be well aware of what they are doing. This is one of the improvements they are trying to make on Eve's approach.

Secondly, there is still alot of disagreement with your assertion that both characters will be identical after a couple years. This may be one of the issues we need to wait and see about before finalizing our opinions. At the moment it seems to be an impass. You say they'll be the same in the end and thus equally deserving of an ability. I don't agree. Not much point in pushing this one till we know more.

Finally, You've mentioned multiple times that being forced into a single role would suck the enjoyment out for you. Essentially you'd have to spend two years playing something you didn't like, not being able to help your allies in the ways you want, and missing out on various other rewards your multiclass might have lead you to.

If this is in fact genuine and not exaggeration, then I don't see why there's that much of a conflict for you. As far as we know, it's mostly a fluff ability, so if the price you pay for not getting it is spending two years playing an awesome character who you love in a game that you love, why is it such a big deal? I can see you not being thrilled with it, but threatening to not play a game that you like everything else about simply because there is a single particle effect you don't have access to after enjoying it for a quarter of a decade?

Goblin Squad Member

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I'd just as soon give the guy the benefit of the doubt. I doubt a troll would have changed his tune so quickly, opting instead to site a bogus source or at least argue for a couple threads.

With that in mind Convo, I hope you'll stick around. These are by far the most informative forums I've found regarding the game and the overwhelming majority of posts are well thought out and polite.

Apologies if we came on a little harsh.

Goblin Squad Member

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I think you're remembering Everquest more. In WoW, most hunters would "dance" by jumping back and forth between melee and long range to increase their attack output. Shotgun cooldown while I swing my axe, axe cooldown while I fire my shotgun. Personally I didn't really care for it myself. I'd prefer to be the one deciding when I switch weapons, not the game.

Goblin Squad Member

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SirUrza wrote:

And who will be the judge of that? One party will claim griefing, the other will claim they're a highway robber. Some will be highway robbers, others will be there just to ruin other player's days.

If a game has specific tools in place to facilitate a type of play, then it can't be called griefing. Griefing implies someone exploiting a rule or acting in a manor outside of what the designers intended.

If one of the built-in features of creating a hideout is being able to ambush and attack unwary fast travelers, then no one can honestly call it griefing to do so.

Edit: I'd also like to add with regards to being able to "loot proof" one or more items, perhaps classes should factor in as well? Whether through a microtransaction, skill points, or an in game drop, it might be a good idea to allow one's class to effect the cost of purchase or the odds of finding it.

My concern is for melee characters or tanks who are often built to soak up damage and defend their allies. If they're doing their job right, they should be fine, but if anything goes wrong, they're usually the first ones to drop. Moreover, fighters, paladins and the like will probably not have as many escape options as their stealthy or long ranged compatriots.

I'm all for having significance in death, but I'm concerned that there may be an imbalance in which classes suffer the most for it. If it becomes unbalanced, it'll be twice as hard for a fighter to hang on to decent loot than a ranger.