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Remort abilities
Betonfal Posted 23 Oct 2010

I am not english native, please don't mind my bad grammar.

I have noticed while some classes get not only exceptionally useful and powerful mortal skill or spells, but they get all the love in term of remort abilities. At the same time other classes don't get anything but place holder skills. I have quite a simple solution for this. Don't give remort skills at all, but give 1 rank points after each remort (maybe up to 10), and let players purchese remort skills for rank points, So each and every primary class will be useful. Thanks for reading this.

Aconite Posted 24 Oct 2010

Actually, this might not be a terrible idea.

Maybe have something like an "remort skill tree", where every gen you get one point to spend in it. This could be very expandable, where you could choose a variety of attributes/skills that a player could add to their character.

Hardcore characters could benefit from it more by every odd or even gen they get an extra point.

This could be something like "permanent flight" or "transparent" or something of that nature. Nothing game changing like +100 Dam, but maybe a passive ability for larger mana/health ticks, or extra life points per level.

Red Posted 24 Oct 2010

Remort skills and spells are what makes a class unique. Why should all classes share remort skills and spells? Everyone would have the same remort skills/spells. It's not rocket science. Celerity, Divine Power, Locust/Vampiric Regen, Unholy Stalker, Mana Shield, etc.

While your argument that more than 60% of the wholist consists of Mages may hold true, I don't think this would be a fix. It would just consist of the class with the best set of base spell/skill lists, and all with the same set of remort skills/spells. The fix would be is to add to the skill/spell list for other classes. While Mages are viable for most zones, but they are completely useless for others, such as zones with lots of !magic rooms. They are commonly used because of the ability to get around really quick, lack of downtime with Locust Regen, and because they are one of the best tanks in the game. Let me rephrase that. They ARE the best tanks in the game. What? You're a barb with 2500 hp? I'm a Mage with 600, I'll tank. Doesn't make much sense, but that's the way it is.

There have been lots of ideas posted on this forum for the classes that need help. Not sure if the Imms read them or just choose to ignore them, but they are there. We, as players, provide the ideas. The ball is in the court of the imms.

Not sure if you are aware, but the Bard is the newest class, and yet it is with one of the most complete skill/spell list. Add more to the other classes and you'll see a wider range of classes on the wholist.

Betonfal Posted 24 Oct 2010

"Everyone would have the same remort skills/spells"

Exactly. And do you know why? Because some skills worth nothing at all. Remort skills (and the classes itself) obviously need to get balanced. The easier solution for this is share the remort abilities (skills, spells). The harder solution is to change each and every remort skills and make them equally useful.

Caden Posted 24 Oct 2010

Prime Barbs should take half damage from jump street.

-Caden

Bushido Posted 24 Oct 2010

i have to agree with red on this. you cant just give any class the remort spells of others. only way your idea would work is if there was a set of remort spells for each gen of every class.

Red Posted 24 Oct 2010

Making every class exactly the same is not going to fix anything. That's the easy way out. Even you said it yourself.

Like I said before, the solution is to add more skills/spells to the classes that need it. It will keep the wholist diverse, and give players more options.

Bushido Posted 25 Oct 2010

if that was in reply to me maybe you misunderstood what i said. i was talking about making a list of remort skill/spells for each class for each gen.

so if you were mage and remorted gen 1 you would have 3-4 things you could choose between to learn.

monks at gen 1 would get their own class specific things to learn and so on.

each class gets a tree of skill/spells at each gen and you can only train 1 out of the group. thats the only way his idea would work, but it would be a crazy amount of work to code in all those new remort skills and will probably never happen

Betonfal Posted 25 Oct 2010

I am not sure how actively developed this mud is. If your request (couple of new, tested, balanced, bug and exploitfree skills for every classes) is realistically expectable, then i agree, this would be a good idea… :)

Deneb Posted 25 Oct 2010

It may be easy to do, but it's neither simple nor a solution. Each remort skill/spell was designed for its own respective class. Mixing a remort skill from one class with another's could hold serious balance issues. Plus, there's an issue with theme. It'll be goofy if my barb/cyborg ran around 'id insinuating' things.

The idea might be feasible with some or a lot of tweaking. But in the end, it's just way to broad. Get more specific. People who read and respond will help work out the kinks and something just might change from it.

Red Posted 27 Oct 2010

Bush, that response towards the original poster.

Betonfal Posted 27 Oct 2010

Deneb

I am new player, i don't have the knowledge about the remort skills for being more specific, Avoiding the balance issue is not terrible hard though. A) You can make packs, like mage I-IV, mage I costs 1 remort point, mage II 2 points and the prerequisite is the mage I, and so on. At gen 10 you need to spend all your points to get the mage IV with locust regen and manashield. B) The most powerful skills would cost 6 points, lesser ones 2-4, the utterly crap would cost only 1 point. You need to chose between mana shield and …(other owerpowered spells).

Deneb Posted 27 Oct 2010

That's fine what you've stated since class specific skills don't cross over to other classes, but you're right back where we began. Classes that you think need help don't get their help. At least, it seems that way (you chose mage as your example).

Brywing Posted 24 Dec 2010

Parts of this sound good, perhaps having remorting past gen 10 worth points that can buy fly, nodrunk, nothirst, nohunger… however it already gives 1qp. Eh, perhaps not.

Instead perhaps quest chains at gen 10 that give abilities like fly, nodrunk, nothirst, nohunger. Items that don't have a big effect on mob combat or pvp, but are useful.


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