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AM Artifacts  XML
Forum Index -> Druids RPG
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Elite

Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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Isn't the weapon master class suppose to be the role for all the other classes, what I mean is it should be the main class... What I am having trouble with is why the AM class seems a little powerful and maxes out a bit sooner.

The artifacts are:
Boots of Flight
Teleporter
Electro-Magnet
Magic Weapon Maker
Double Magic Modifier
Max Magic Modifier
Magic Modifier Plus One
Globe of Invulnerability
Triple Damage
Lightning Rod
Lightning Bolt
Lightning Beam
Megablast
Freezebomb
Poisonblast
Repulsion
Invulnerability Sphere
Damage Sphere
Remote Extra Damage
Remote Invulnerability
Remote Max Modifier

Now these are a lot of artifacts to be covered in just 4 levels... I think there should be more levels, at least 8? Also so instead of maxing out around 297 as where WM max out around 360, the AM's could max out around 311 or more depending on the cost of the artifacts. So the AM's could be closer to where the WM max out. And should the AM's cost of artifacts remain the same which is 2,9,16,9? while the WM is 10,15,20,25,30.

Level 1: cost 2 or ?
Boots of Flight
Teleporter
Electro-Magnet

Level 2: cost 9 or ?
Magic Weapon Maker
Double Magic Modifier
Max Magic Modifier
Magic Modifier Plus One

Level 3: cost 16 or ?
Globe of Invulnerability
Triple Damage

Level 4: cost ?
Lightning Rod
Lightning Bolt
Lightning Beam

Level 5: cost ?
Invulnerability Sphere
Damage Sphere

Level 6: cost ?
Remote Extra Damage
Remote Invulnerability
Remote Max Modifier

Level 7: cost ?
Freezebomb
Poisonblast

Level 8: cost ?
Megablast
Repulsion

If the AM class had the same increments as the WM have then the AM class would need a total of 220 points to max out all the artifacts while currently they only need 36 points, doesnt seem too bad it would also increase the maxing level from 297 by around 27 levels to 324 which sounds more reasonable... but still being below 360 unfortunately. Please comment on your opinions

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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I'm not sure what you're getting at with WM being the "role" for all the other classes.

WM does have what I feel is the best ability-cost progression. This is primarily because their main abilities are structured well. Loaded Weapons has 5 levels, Vampirism 10, ADB 10. Support abilities like Resupply also force the WM to diversify their skills at an early stage before they can max out their class-defining abilities.

Medics have the worst ability-cost progression. The only thing they really need is Loaded Medic/Healing. The only support skills might be Experienced Healing (entirely optional, not integral in the way Resupply is) and possibly Adren Drip (more of a luxury than a necessity). Lack of any kind of prerequisites or level requirements on Loaded Medic/Healing contributes to the one-skill build aspect.
The Monsters aspect has a good progression, but the steps are too incremental (too many steps with not enough concrete benefit between each one) and buying monsters early is not worth it. 5-10 steps max would be much better than 16 (although this is probably configurable, I just can't remember). I also feel like paying for Loaded Monsters and Monster Points separately is unnecessarily complex.

AMs are the second worst. Much like Medics, they have one uber skill (Loaded Artifacts) which is extremely cheap. There are more progression routes for the AM though. Adren Surge is probably the best of the 3 Adren skills for its cost, and the only one that actually helps the AM when he is actively fighting with his artifacts.

Obviously things are different on DC, but on Monster Mash the must-have items are Triple and Globe. I don't think it would be unrealistic to say that if everything were costed according to value, these two items would be worth about 1000+ stat points (100 levels) each. An unbreakable MWM with Max and +1 is up there as well, in the 500-1000 range. The only thing that is even remotely comparable to the power of these items is Vampirism, and that skill is far more expensive compared to the relatively small price an AM pays for all those artifacts.


My Engineer on DC is really quite low level, but I feel like the progression is pretty reasonable. The only thing that really bugs me is that the low level engineer doesn't really have much in what I consider "engineer" style abilities. I can build blocks, but other than that I am simply a Medic who is stuck using a Link gun and can only heal shields. I wish I had a turrent or a sentinel I could build, even if it weren't terribly effective. At higher levels, criticisms about Monsters may also apply to Engineer abilities. Scrolling through 16+ artifacts is just terrible on the UI end.
Elite

Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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Yes, but my point in this is merely that the AM's max too early that sums it up practically... as for the medics yes they do have the worst ability-cost progression but they max the latest at around 420 or so.

And as for the engineer I understand what you're saying about making turrets or sentinels at low levels even if they aren't that effective...well there is this turret which has been extracted from the rear of the hellbender, its fairly weak it could be used.

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
 
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