Overpowered?
Overpowered?
Out of curiosity's and boredom's sake, I was wondering which class on the mud do you think is most overpowered? If you think there is more than one, choose the one you think is more overpowered than the rest. Give an explanation of why you think the class you chose is overpowered (ie. skills, spells, etc.) for discussions' sake!
I think you're unlikely to get an accurate poll, as some people will... ahem, vote for ranger... as an attempt to be funny/flippant.
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Shar: Leave the moaning to the people who have real issues to moan about like rangers or newbies.
Corth: Go ask out a chick that doesn't wiggle her poon in people's faces for a living.
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I chose Druid but there are a lot of other classes that I also think are either overpowered or exceedingly well-balanced (how's that for a euphemism? :) ), including Elementalist, Rogue, Necromancer, Lich, Illusionist and Enchanter (yes, Enchanter).
Just about all of the above-mentioned classes can solo many things pretty well, in my humble and honest opinion. I love soloing things, but I suppose on a MUD that's touted as a grouping MUD that could be viewed as a bad thing.
Just about all of the above-mentioned classes can solo many things pretty well, in my humble and honest opinion. I love soloing things, but I suppose on a MUD that's touted as a grouping MUD that could be viewed as a bad thing.
I voted Elementalist. Rogues are powerful, yes, especially to a group, but there's no way we can even come close to the soloing power of a casting class with pets, healing, buffs and gate.
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Ashiwi wrote:I voted Elementalist. Rogues are powerful, yes, especially to a group, but there's no way we can even come close to the soloing power of a casting class with pets, healing, buffs and gate.
Ele/Rogue combo is pretty nasty. :twisted: Musp hunting, anyone?
I know a few players play both druid and elementalist (hi, Lili and Sotana!). I'm curious to find out which of these two these players think is the better solo class? Both have pets, healing, buffs and transport spells. :)
I ask because I play elementalist so I am willing to admit that I may be biased in my opinion when choosing druid as more overpowered than elementalist. Someone who plays both may have a less potentially-biased opinion.
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Birile wrote:Ashiwi wrote:I voted Elementalist. Rogues are powerful, yes, especially to a group, but there's no way we can even come close to the soloing power of a casting class with pets, healing, buffs and gate.
Ele/Rogue combo is pretty nasty. :twisted: Musp hunting, anyone?
I know a few players play both druid and elementalist (hi, Lili and Sotana!). I'm curious to find out which of these two these players think is the better solo class? Both have pets, healing, buffs and transport spells. :)
I ask because I play elementalist so I am willing to admit that I may be biased in my opinion when choosing druid as more overpowered than elementalist. Someone who plays both may have a less potentially-biased opinion.
uh thats kinda obvious. a druid doesnt haev stone, therefore not near the soloing capabilities of an elementalist.
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Nurpy Fuzzyfeet wrote:
uh thats kinda obvious. a druid doesnt haev stone, therefore not near the soloing capabilities of an elementalist.
Oh yeah, stone skin is overpowered alright... ;+P
http://www.torilmud.org/phpBB2/viewtopic.php?t=14549
It's also "kind of obvious" that druids have draggable spells, real honest heals, rock to mud, pass without trace... I could go on, but I personally think both classes have the tools to work with, it's really a question of the person behind the keys using them.
Edit: Also, I happen to think that illusionists are stronger offensively and defensively than ellies, the only reason they're not a viable self-contained soloist is the lack of a healing effect. Same with chanters. Super defense (and offense) only matters in zones in this game. From a soloing standpoint, it's generally better to be able to cripple your opponents enough that you can take them out at leisure.
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selerial wrote:Nurpy Fuzzyfeet wrote:
uh thats kinda obvious. a druid doesnt haev stone, therefore not near the soloing capabilities of an elementalist.
Oh yeah, stone skin is overpowered alright... ;+P
http://www.torilmud.org/phpBB2/viewtopic.php?t=14549
It's also "kind of obvious" that druids have draggable spells, real honest heals, rock to mud, pass without trace... I could go on, but I personally think both classes have the tools to work with, it's really a question of the person behind the keys using them.
Edit: Also, I happen to think that illusionists are stronger offensively and defensively than ellies, the only reason they're not a viable self-contained soloist is the lack of a healing effect. Same with chanters. Super defense (and offense) only matters in zones in this game. From a soloing standpoint, it's generally better to be able to cripple your opponents enough that you can take them out at leisure.
I never said stone was overpowered....but it sure as hell helps.
Elementalists have pwb, badass pets, embodies, stone skin, ice tongue, sleep, ray....the list goes on.
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Nurpy Fuzzyfeet wrote:Elementalists have pwb, badass pets, embodies, stone skin, ice tongue, sleep, ray....the list goes on.
That's just it, though--both classes have a LOT of utility.
Druids have the upper hand in offensive capabilities.
Elementalists rule in the blinding department with PWB, though both classes have an area blind spell (each of which is better than the other in different circumstances).
Elementalists have better pets.
Elementalists have stoneskin.
Druids have barkskin.
Elementalists have gate/relocate, druids have moonwell.
Druids have word of recall.
Druids have heal/vit.
Elementalists have embodiments.
Elementalists have ward.
Druids have changeform (the sheer awesomeness of which still amazes me and I drool!)
Both classes have silence capabilities.
Someone mentioned that it depends on who's behind the keys, and I agree. I'm still curious what those who play both classes a lot think on the subject.
___
The poll as a whole is interesting. It's played out pretty much as I thought it would, with elementalist and rogue at the top (still surprised druid isn't up there, too). The only choices I would argue with is ranger (haha), dire raider (though I don't know enough about the class) and cleric. But that's my own opinion. :)
kiryan wrote:umm a !bash cleric maybe, but if your bashable the range of things you can solo effectively becomes much much smaller.
Exactly my point. I just don't see clerics as overpowered, certainly not in the arena of soloing (which seems to be the gauge for most people so far). So I would argue with that vote. :)
I fail to see why elementalists (or druids) are overpowered. Sure they can solo well, but to balance it out they are hardly useful for zoning. If ele's are overpowered than so are enchanters and clerics. No zones are ever done without one.
All these classes are not overpowered but well balanced. If there are overpowered classes then I'd consider rogues or shamans. Shamans can solo well AND are needed for most zones. Rogues may not be able to solo well, but with all their skills they can get eq easier then any class in the game. To illustrate this, a while ago we went in with a full group to do Jot and Muspel invasion only to find out that a certain skillfull rogue had done all the eq. Rogue> Full group. I rest my case.
All these classes are not overpowered but well balanced. If there are overpowered classes then I'd consider rogues or shamans. Shamans can solo well AND are needed for most zones. Rogues may not be able to solo well, but with all their skills they can get eq easier then any class in the game. To illustrate this, a while ago we went in with a full group to do Jot and Muspel invasion only to find out that a certain skillfull rogue had done all the eq. Rogue> Full group. I rest my case.
Shaman stones suck so bad, even a Hoover would be jealous. 6th circle for shamans is a nightmare, so you're forced to choose what spells you're willing to keep for a particular situation (heal/stone/hex/ray/dispel magic). They're well-rounded, and if anything could use a slight boost to gheal to compromise for chain-reaction dragon procs and making spirit walk work with planar targets, in my opinion.
Sure, they can solo things, but their offense is very limited. Any shaman casting nukes in a zone is 1. well-covered by clerics, 2. not in a major caster fight (very little gheal/silencing), or 3. bored, or thinks ancestral fury actually does significant damage. :P
I voted illusionist simply because of their vast array of skills and extreme power in so many areas. Rogues come in a close second, but their only real problem lies with hide/sneak, and khanjari vit proc.
Sure, they can solo things, but their offense is very limited. Any shaman casting nukes in a zone is 1. well-covered by clerics, 2. not in a major caster fight (very little gheal/silencing), or 3. bored, or thinks ancestral fury actually does significant damage. :P
I voted illusionist simply because of their vast array of skills and extreme power in so many areas. Rogues come in a close second, but their only real problem lies with hide/sneak, and khanjari vit proc.
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Make all classes useless and boring. That way, nobody can do anything cool or useful, thus no more worries about being 'overpowered.'
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Rather than seeing "subpar race/class," see "challenge."
Everyone will vote ranger in all seriousness and then those cunning rangers will make out it is a joke and get even more power! damn rangers
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Yeah, because shaman stones rock so hard. :P
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Nerox tells you 'man this thing is kicking my ass and i have blisters!'
Nerox tells you 'ok attempting it again put tape on my fingers for easier sliding'
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Why Nerox is jealous of me:
Nerox tells you 'man this thing is kicking my ass and i have blisters!'
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The rate they last, they might as well be. :P
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Why Nerox is jealous of me:
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Nerox tells you 'ok attempting it again put tape on my fingers for easier sliding'
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Why Nerox is jealous of me:
Nerox tells you 'man this thing is kicking my ass and i have blisters!'
Nerox tells you 'ok attempting it again put tape on my fingers for easier sliding'
Birile wrote:Druids have the upper hand in offensive capabilities.
I still refuse to believe this, personally, but that's quite likely a question of nature vs. nonnature and wraithform vs. nonwraithform.
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awareness and concentration
These 2 skills are great for allowing balance
Awareness should be given to everyone and allowed to reach different levels based on class. This would allow you or the mob or player to get a counter check when a circle or backstab or sneak or hide is in the room. This would allow for a balance on the power of rogues without hamstringing them.
Concentration would allow for a new skill or two to be allowed for warriors. The reason for this is because bash would not become automatic for a very skilled mob. By downgrading this skill(bash) we could add another skill that does not lag warriors a high level.
Awareness should be given to everyone and allowed to reach different levels based on class. This would allow you or the mob or player to get a counter check when a circle or backstab or sneak or hide is in the room. This would allow for a balance on the power of rogues without hamstringing them.
Concentration would allow for a new skill or two to be allowed for warriors. The reason for this is because bash would not become automatic for a very skilled mob. By downgrading this skill(bash) we could add another skill that does not lag warriors a high level.
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