Why things are the way they are. a look at inbalances and quest rewards
Posted: Mon Aug 29, 2016 8:26 pm
Now, if you're wondering why every NPC calls you handsome or sir, and generally flatters your manliness. (Despite your gender as a Freya, amazon or voluptuous fairy.)
If you wonder why so many quests rewards, favour giving you swords, or why wizards are so damn good at wiazardly things.
Or why monster levels are a bit misleading and more powerful then main characters levels.
Then wonder no further.
The answer to these questions come from the games beginning as the offline single player version.
In which the main character is the swordsman. Hence the dialogue and quest rewards that favour the gender and gear used by that class.
Now in the single player version, there is a Party system that allows you to recruit the archer, the ogre, the dwarf, the knight, and the mage as followers. Of up to five at any given time.
Hence the levels. An Enemy's level is designed for a group. Not an individual.
Of the classes available. the mage is by far the hardest and subtlest to acquire. (If you haven't bothered to look it up through a Google search or the equally popular YouTube.)
The mage was designed for later levels and as a supporting character.(and under certain circumstances wasn't able to be recruited at all.) The high attack for this party based spellslinger was balanced out by sparsely located gear. Many of it craftable and dropped by monsters... And by the general ignorance of placing attributes poorly (-coughs-... My mage had a lot of ARM and DEX when I was first playing it in the offline version)
When the MMO came out later. All of the above was simply carried over.
In effect the classes were designed to accompany one another. The tank, the sub tank, the ranged support, the melee DPS, and the supporter/healer with the cooldown timer.
The imbalance of the mage comes from the fact that it was designed to do multiple things all at once for the party as a whole. ( Crowd control and healing were its main functions.)
While it hit high.. You were mainly going to use its heal, armor, and slow spells to back up the main character. And throw a few attack spells hither and thither to weaken beasties. (Under the system you could tackle bigger monsters, than you could on the MMO as a single player. so spells had to be strong in order to be effective in supporting the group)
(Note that there are no skills in the OFFLINE version)
While many complain about it... It helps to know why.
If you wonder why so many quests rewards, favour giving you swords, or why wizards are so damn good at wiazardly things.
Or why monster levels are a bit misleading and more powerful then main characters levels.
Then wonder no further.
The answer to these questions come from the games beginning as the offline single player version.
In which the main character is the swordsman. Hence the dialogue and quest rewards that favour the gender and gear used by that class.
Now in the single player version, there is a Party system that allows you to recruit the archer, the ogre, the dwarf, the knight, and the mage as followers. Of up to five at any given time.
Hence the levels. An Enemy's level is designed for a group. Not an individual.
Of the classes available. the mage is by far the hardest and subtlest to acquire. (If you haven't bothered to look it up through a Google search or the equally popular YouTube.)
The mage was designed for later levels and as a supporting character.(and under certain circumstances wasn't able to be recruited at all.) The high attack for this party based spellslinger was balanced out by sparsely located gear. Many of it craftable and dropped by monsters... And by the general ignorance of placing attributes poorly (-coughs-... My mage had a lot of ARM and DEX when I was first playing it in the offline version)
When the MMO came out later. All of the above was simply carried over.
In effect the classes were designed to accompany one another. The tank, the sub tank, the ranged support, the melee DPS, and the supporter/healer with the cooldown timer.
The imbalance of the mage comes from the fact that it was designed to do multiple things all at once for the party as a whole. ( Crowd control and healing were its main functions.)
While it hit high.. You were mainly going to use its heal, armor, and slow spells to back up the main character. And throw a few attack spells hither and thither to weaken beasties. (Under the system you could tackle bigger monsters, than you could on the MMO as a single player. so spells had to be strong in order to be effective in supporting the group)
(Note that there are no skills in the OFFLINE version)
While many complain about it... It helps to know why.