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In terms of figuring out which classes are stronger than others, I think the easiest way is to see which classes are being logged on more than others. Assuming that people wish to play with the stronger classes more than the weaker classes, if there are more of a given class logged on, you can conclude that they will be stronger. Conversely, those that aren't logged on at all would probably be the weaker ones.
That said, I think the most glaring weaker classes are the priest, wizard, and ninja. You pretty much don't see any priests on, while the wizards are on mainly to make scrolls. There are some ninjas logged on occasionally though. Considering they are supposed to be "special classes" because of the requirement of one previous remort, these classes' relative weakenessees is especially glaring.
I haven't played too much with my ninja, so I won't touch upon that. But the major issue with the wizards and priests have to do with the pain related to the time needed to memorize/pray for spells, and the ceiling in terms of number of spells that can be memorized at once.
When you compare the wizards and priests with the sorcerers and clerics, there really is no reason to play a wizard or priest. For the most part, their spell repertoire is similar. Priests do get the float spell, which is useful. Time fold is nice in theory, but priests get the spell at such a high level, and I never really noticed that big of an exp gain. Conceal alignment is a great spell, but the burden of having to memorize the spell and the inability to stack the spell in terms of duration diminishes its usefulness.
As for wizards, I think the only spell (other than making scrolls) worth mentioning is power word kill. I recall that the damage was pretty paltry, and sorcerers get chaos and fission bomb which are much cooler.
With sorcerers and clerics getting zealous regen with certain equipment, their mana is pretty much unlimited. So there really is no advantage to playing the priests and wizards. With the old rules with areas having limited mana pools, there would possibly be a potential benefit to using wizards and priests in these zones. But the mobs in the zones are either exp oriented or weak overall, so it would be easy to kill them outright, or if exping is the focus, go to another zone to exp.
While one might conclude that clerics and sorcerers are just overpowered, and the kneejerk reaction would be to nerf the classes, I don't think that would be a very popular idea. Shortly after I started playing, wizards were deemed "too powerful" and they were immediately weakened. I recall that 1/2 to 2/3 of the playerbase quitting the game as a result and doing a similar action to clerics and sorcerers may do the same.
Finally, as a long run suggestion, because castcost is a remort option, why not have mem bonus a remort option to buy. While I doubt that just that addition alone will make more people want to play the priest and wizard classes, it may be an appropriate option in conjunction with other major overhauls of the class.
But to start off with, I think that memorize times need to be reduced dramatically, as well as the memorize ceiling (# of spells that can be memorized) should be raised to put them on par with their non-memorizing counterparts.
Another way to strengthen these classes would be to make more cool equipment available to them. While it may be unfeasible to change the stats of existing equipment to accommodate this, perhaps there can be equipment in the antique shops that could be added, or it could be offered as the prize in the upcoming Thanksgiving Quest or Christmas Quest.
Finally, as an aside, why isn't there a snow mountain wizard mob?
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