[15b] Anorithil Issues
Posted: Sat Dec 11, 2010 5:42 am
I've got a level 25 one, and it's pretty fun so far. Blasting things with both light and darkness (and the not-so-occasional fire spell, Firebeam) is lots of fun. No super major issues so far, but I'd just like to put forth a few things I think that could improve.
1. Dark spells are FAR more powerful.
-I don't know if this is intended, but so far this definitely seems to be the case. Moonlight Ray is just crazy awesome, as is Shadow Blast and Starfall. Searing Light is very good against single targets, if you can keep them still (i.e. Starfall). Firebeam is pretty good, but I'm guessing at endgame with maxed out Hymn of Shadows, it *really* gets eclipsed by Moonlight Ray. Sun Flare is nothing to write home about (I think stun is much better than blind in most circumstances) and neither is the last light AoE (not bad, but nothing compared to Starfall or Shadow Blast). Perhaps a light beam could be implemented in place of the last AoE spell? Or is that too many beams? Beams are certainly powerful as they beam instead of bolt, and beaming graphics are beamingly delicious. More beams to beam is very beamy, and a light beam would beamishly compliment Fire Beam and Moonlight [Beam].
(sorry)
-This discrepancy in offensive power between light and dark is certainly offset by the somewhat nice defensive light spells, such as Barrier and Providence.
2. Too many generic skills, not enough class skills.
-At level 25, I pretty much have my entire battery of attack spells maxed out (except for shadow simulacrum at 2/5, which enemies seem to resist 100% of the time). Generic skill wise, I think by level 50 I'll be fine, but in the meantime I'll have a bajillion class points that I just can't find a use for. I haven't invested in the Glyph tree, as the cooldowns vs. effects just don't seem worth an extra rune/infusion slot. Maybe the defensive light spells could be turned into class spells...?
3. Starting equipment could maybe have more clerical overtones.
-I guess what I really mean is starting them with 1-hander/shield instead of a staff, as the tailor-made class item is the Lunar Shield, and Moon seems to be a popular mainhand item. This topic is a bit more difficult as it would entail spending points in strength and possibly even dex/cunning for the daggers, but I can see myself in later levels having spare points to spend in those areas.
That's it for now, thanks for reading.
1. Dark spells are FAR more powerful.
-I don't know if this is intended, but so far this definitely seems to be the case. Moonlight Ray is just crazy awesome, as is Shadow Blast and Starfall. Searing Light is very good against single targets, if you can keep them still (i.e. Starfall). Firebeam is pretty good, but I'm guessing at endgame with maxed out Hymn of Shadows, it *really* gets eclipsed by Moonlight Ray. Sun Flare is nothing to write home about (I think stun is much better than blind in most circumstances) and neither is the last light AoE (not bad, but nothing compared to Starfall or Shadow Blast). Perhaps a light beam could be implemented in place of the last AoE spell? Or is that too many beams? Beams are certainly powerful as they beam instead of bolt, and beaming graphics are beamingly delicious. More beams to beam is very beamy, and a light beam would beamishly compliment Fire Beam and Moonlight [Beam].

-This discrepancy in offensive power between light and dark is certainly offset by the somewhat nice defensive light spells, such as Barrier and Providence.
2. Too many generic skills, not enough class skills.
-At level 25, I pretty much have my entire battery of attack spells maxed out (except for shadow simulacrum at 2/5, which enemies seem to resist 100% of the time). Generic skill wise, I think by level 50 I'll be fine, but in the meantime I'll have a bajillion class points that I just can't find a use for. I haven't invested in the Glyph tree, as the cooldowns vs. effects just don't seem worth an extra rune/infusion slot. Maybe the defensive light spells could be turned into class spells...?
3. Starting equipment could maybe have more clerical overtones.
-I guess what I really mean is starting them with 1-hander/shield instead of a staff, as the tailor-made class item is the Lunar Shield, and Moon seems to be a popular mainhand item. This topic is a bit more difficult as it would entail spending points in strength and possibly even dex/cunning for the daggers, but I can see myself in later levels having spare points to spend in those areas.
That's it for now, thanks for reading.