Think
So many fresh ideas floating around I thought I'd put on my thinking cap and pitch in, so here goes.
This idea needs more, but maybe you all can help flesh it out.
Remort QClass for ANY neutral race/class
A centrist should never aggressively pursue a neutral, only defend themsleves against neutrals.
Good idea, why not. There are psi's as a neutral quest class but no real neutral only quest class.
As **MUDDER **previously mentioned, coupled with the idea of Reccum that to join a faction would push these characters out of their intended RP is nothing but brilliant. As well as not allow them to attack any neutrals at all, for walking the balance means walking the balance.
Im all 100% for these ideas. It would give a boost to some **Player Run Clan ** ideas. As well as the possibility of becoming a noble who rules with an even hand or a herald if you can rp it right. NOTHING wrong with that. (Or you could be an avatar of balance who must recitify the unbalances within the world.)
However due to this fact (non cabal acceptance) I'd suggest that they do pack a punch when they are ready for it. But as previously states some of the skills are a bit over the top. Let me break it down for you and make some suggestions.
Centrist:
Skills
Parry, Dodge, Shield Block
Dagger, Sword, Mace, Staff, Whip
Haggle
Hand to Hand
Lore
Fast Healing, Meditation
Dual Wield
Pugil
Second Attack
- Current Skill Thoughts
- I notice there is no Third Attack listed here ( that only allows for a maximum of FOUR attacks when dual weilding, hardly what I would call over powered.)
- Only Three defenses total, using that dual weapon will greatly reduce your defense so any half melee character will make this out of the question.
- Pugil is an interesting choice for some more offense and defense, still I notice no TWO HANDED skill which should make things a little more difficult and not really give the ussual defense/offense bonus.
- Hand to hand, fast healing, meditation, haggle - just standards fair enough.
Obvious things missing (could be good or bad)
- A way to blind! No weapons and no way to blind? Bit harsh.
- No way to disarm? And we are crying they are overpowered?
- No blind fighting? This is looking worse and worse for the over-poweredness.
- No two handed - as already mentioned.
Suggested Additions:
- Maybe some sort of anatomy skill? But based on good and evil (only through victorious combat can you learn upwards (but cannot ever be removed/unlearnt)
- As well as normal anatomies? Give them some sort of edge I think.
- Think about that blinding/blind fighting thing, thats a biggy.
Spells
Dispel Good, Dispel Evil, Dispel Magic
Cure Light
Armor, Shield
Identify
MY THOUGHTS:
- The dispells are good, staple skils for the class.
- Without blind fighting or a way to blind DISPELL is a MUST.
- Cure light is NOT enough. Cure serious AT LEAST with the amount of damage I can see them taking.
- Armor and shield is good, stone skin and flesh armor added aswell I think.
- Identify and Locate - you need them both.
- add recall teleport or portal, you need something here.
You will notice there is no:
- Flight for protection from trip
- Enlarge or Shield for protection from BASH
- No recall, teleport or portal.
Still overpowered?
Unique Stuff
Detect Alignment
Permanent affect: Centrist can see Red and Golden Auras.
A good staple skill for the class.
Lightbane/Darkbane
Activate one, lasts 24 hours
Grants the Centrist protection from good (LB), or evil (DB)
Also adds 10% damage to the baned alignment
Let's the Centrist see hidden, invis, or camouflaged of the baned alignment
I'd say this work like a skill already in the game and dont tell me its over powered because its bloody well not and you all know it.
Have the enemy recieve more damage when the right protection is used as well as the QCLASS recieving less damage from them.
HOWEVER: If they attack or are attacked by someone of the wrong protection they will recieve MORE damage and DEAL less to their opponent.
Poise
Adds -10 save vs spell, maybe some AC too
I'd say make it add some hit/dam too. It'd just be like a slightly stronger warcry. Nothing too over the top.
Scale of Wrath
Area damge spell harming all non-neutrals in the room
Sounds fine, could work out badly if used in the wrong area. Also will be USELESS for most mob killing areas as most of the common ones deal with neutrals.
Harmony
Centrist enters a state of harmony gaining +25 to hp/mana/move gain
Harmony lasts * ticks, or ends if Centrist moves from the room it is done in
Sounds good, like a sort of mental/physical camp. Have them cancel it as they wish but up the +gain to the same as camp. Can be sustained for as long as they want but have a TIMER on it, unlike camp. Once every 12 hours or something.
That'll bring a bit of strategy into the mix.
Summon Neuter
Summons a pet of equal level to Centrist
Neuter has 2 attacks and can bash, dirt and disarm
Neuter has protection based on which bane the Centrist is in
Can only have one Neuter at once
Ok blockable attacks with the possibility of some sort of lag and blinding. Not too bad. They probably die as quickly as ranger beasts and are half as powerful. No biggie there.
Doubt
Staple damage skill/spell of Centrist (ineffective vs neutrals)
Has a chance to silence and/or blasphemy
I imagine this to be like a clerics ray of truth or path of deciet. Dealing decent damage with added effects. Maybe have the **chance to blind **in here with this skill if its the staple?
Overwhelm
Succesfull overwhelming will Hasten the Centrist and Slow the enemy.
An interesting idea, so let us consider:
Fighting a mage:
You are dual weilding.
You will gain a couple of extra attacks around from haste.
Your opponent becomes slowed (yeah thats bad for a mage.)
Any self respecting mage will tell you being slowed is the perfect way for an attrition win, you will not run out of mana, you will heal like a demon, and you can just keep chipping away at the bastard. Thats 100% rough.
Fighting a Melee
You are wearing a shield and a weapon.
You'll now attack somewhere between 3-4 times.
You still do less damage (melee) then any melee with dual weild and 3rd attack would do.
Your attacks are still blockable.
Your enemy has more defenses then you do.
They get slowed, still they could attrition you to death, or if all else fails run away or dual weild for higher output. It is not that hard, happens all the time to melees fighting any self respecting Bmage.
Lets not forget they can LAG you, to which you are helpless beisdes your AC and your dex. Great.
My thoughts would be to give them the haste and the slow spell out right, hell it'd be more useful then this OVER POWERED skill...
Balance
Must be used on a target.
Upon success it will tally Centrists HP with the target's, divide the total
in two and distribute it equally among them, same for mana, and moves.
This is really the only skill I have problems with. It doesnt work... Imagine reducing an invoker to half mana? They'd flare themselves to death in the first round (especially if you dropped their health).
This skill needs revising somewhat or scrapped altogether.
CONCLUSION:
1. IF you all actually LOOKED at the skill list and thought, youd see they are actually VERY underpowered. I would NOT be putting in the hours to get one as they are.
They cannot blind, or defend blinded. They cant disarm but be disarmed/shield disarmed. They currently have a crappy heal and a limited knowledge of weapons.
This limited knowledge and blindness would be the end, doesnt matter how much damage your LB or DB was taking off.
2. They have very little to help them from high spell damage, warriors have the offense as do berserkers, clerics and otehrs have other magical means of dodging the damage. These are just begging to get owned.
3. I still like the idea, but like I said, they still need a bit of ideas and work, atm as I see it they are a bit underpowered and underserving of the time and commitment they would need to gain one. (think this vs a vampire or lich or sader... Yeah right.)
Lastly, think before you jump on the over powered band wagon. Just because someone else says it doesnt mean its true. USE YOUR OWN GOD GIVEN BRAINS FOR A CHANGE.