(Rough Idea) Clerics!

A place to post your add ons and ideas for them

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NemesisZeru
Archmage
Posts: 335
Joined: Wed Jan 15, 2014 12:56 pm
Location: Somewhere, probably.

Re: (Rough Idea) Clerics!

#16 Post by NemesisZeru »

Housepet mentioned he felt the existing stuff was too similar to other classes...I'm just unsure how to make it too different without removing any ability on my end to code it. What do you guys think? Any suggestion how to make the 3 deities more flavorful would be appreciated. c:

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: (Rough Idea) Clerics!

#17 Post by HousePet »

I was referring to the groupings of abilities.
Light and healing is Anorithil, nature and antimagic is Oozemancer, and fire and shields is Archmage.
So you could do something like light/antimagic, nature/shields, fire/healing. etc.
My feedback meter decays into coding. Give me feedback and I make mods.

NemesisZeru
Archmage
Posts: 335
Joined: Wed Jan 15, 2014 12:56 pm
Location: Somewhere, probably.

Re: (Rough Idea) Clerics!

#18 Post by NemesisZeru »

HousePet wrote:I was referring to the groupings of abilities.
Light and healing is Anorithil, nature and antimagic is Oozemancer, and fire and shields is Archmage.
So you could do something like light/antimagic, nature/shields, fire/healing. etc.
Fair enough, fair enough. I misunderstood there. My apologies.

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