Whitehits and Casters

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Postmaster
Wizard
Posts: 976
Joined: 03 Mar 2010 22:37

Whitehits and Casters

Post by Postmaster » 09 Mar 2021 00:21

Originally posted by Avakuma

Code: Select all

Greetings esteemed members of the Genesis community

For decades the disparities that existed between the warrior/melee
classes and those of the caster have been significant.  The changes
now to white hits have not decreased the gap, but have extended it
exponentially.  You may have noticed that the casters you know are
rather conspicuously absent from Genesis of late.  This is no mere
coincidence or a matter of cyclic ebb and flow of players, instead
it is more of a "why bother?" mentality among those who wield magic
instead of swords.

Melee:
A fighter class always has their specials at the ready in order to
dispatch a foe.  Sometimes this special is tied to a weapon in which
they are highly trained.  No weapon?  No problem.  There are smith
clubs and numerous blacksmith shops throughout the realms that are
pre-loaded with adequate equipment to get the able warrior well on
the path of experience.  Oh no!  The weapon degrades!  No worries,
there are numerous blacksmiths throughout the realms who will gladly
exchange coin to ply their craft and restore the weapon as much as
possible.

Weapon and special aside, the melee class guilds all have exceedingly
high training in defensive capabilities, which will help mitigate 
the damage, compounded by their excessive constitution, the mainstay
of any true fighter class.  Add a dragonbrew or draft of doom to the
mix along with the occasional skunk berry and the melee warrior can 
mitigate health concerns in the matter of moments.  There is not a 
negative impact on neglecting the mentals on the path to physical 
prowess.

Caster:
A caster always has their spells loaded and ready to go.  Not so fast!
Much time must first be spent jockeying for herbs in various lands
throughout Genesis, compounded with the need to either make potions or
to combine the herb with another impliment in order to make it function
in the way the spell requires, and this combination of items is finite
in nature thus requiring a rinse and repeat for continued gameplay.  
There are numerous herbstores throughout the lands of Genesis but the
costs of herb+potion+vial in the amounts consistent with the same time
of combat are vastly disproportionate to that of purchasing equipment
and keeping it in prime condition.

A caster has spent their career building their body to be able to make
sure they have the mental fortitude to cast the spells they need and
thus have not put the time in with physical molding, thus not only have
to constantly manage mana usage from spells, unlike the physical warrior
who does not lose the same amount of health by performing their special,
but they must also manage their health as the foes of Genesis do not run
and flee as in the tales we love so much.  Compounding the issue of low
constitution and lower health pool, consuming booze causes mana to reduce
in rates of regeneration, thus negating its use, so now more of a balance
must be done in order to keep both health and mana at usable levels.

Skills taxed by the caster guild are not focused on defense but are more
focused on the various different components that go into a given spell.
A melee fighter trains their special skill.  A caster trains the at a 
minimum, one type of spell, at least one element of the spell and the
spellcraft skill in order to cast the spell.

It has been stated by several that spells always hit, where specials do
not.  This is a farce.  There is no 100% guarantee that once begun a 
spell will land on its target.  The spell may land, but for zero damage.
The spell may be interrupted by a shield or movement or blocked utterly
by the very broken resistance system.  With a few pieces of focused 
equipment an opponent may completely render a spell useless.  No piece
of armour does this for physical damage.  During this scenario. if a 
spell fails the caster's poor defense can now become a matter of life 
or death.  Further to this, when a spell fails several times in a row, 
it requires a longer recuperation period for both health and mana,
which regenerate at different speeds.

The changes:
Melee now benefit from higher damage output during combat, because they
are using their weapon in-between special cooldowns.  The caster only
feels the negative of the white hit increase, two fold.  During the
casting cooldown, they are casting with no white hits are occurring and
secondly, they are getting hacked on by their opponent even moreso than
before.  This does not even account for the exponential difference when
the enemies of the caster number more than one.

Avakuma, Archmage of the Red Circle

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