Post by ninjinto on Jan 30, 2006 2:58:14 GMT -5
I think that with the new simulacrum ability, animated knight is not useful enough to justify the work it takes to get it. To show what I mean, a comparison:
Soul Guardian's simulacrum:
-30 class kills to switch from 1st job, base level 11 to get WIS/CHR.
-Fighting ability to get one soul.
Mage's animated knight:
-300 Class kills to master the class.
-full set of items to create knight, or gold to buy it.
-must replace knights
Spell - summon kind:
-No prior skills required
-Can summon 10 vahala maidens with weak power (bug?)
-Limited only by mana
With one point in the ability, simulacrum and animated knight are nearly the same. But after just a little bit of adventuring, the mage would be lucky to find any stronger equipment, while the soul guardian would almost certainly have gotten a *much* stronger soul.
Also, the animated knights are melee only, while monsters can cast and even summon. Anyway, here are my ideas.
-Treat animated knights similar to souls; instead of creating a knight from the items, create a soul that stores the info on what items were used. This way, the knight isn't lost upon player death.
-Allow for ranged attack knights. Such as use a bow or a rod instead of a melee weapon in the weapon slot.
-An extra 'optional' slot. This could be for arrows for the bow, crystals for the rod, or a shield for pure melee. For example a rod of balls and a crystal of fire could add S: 1_IN_5 // S: BA_FIRE to the created knight.
-Add summoning multiplier based upon ability level.
This would cover most of the differences between 'animated knight' and 'simulacrum.' But animated knight is much harder to get and grow with, so to give it one more boost I would say that animated knight should get more summons per level. Such as where simulacrum gets an extra summon for every 10 points, animated knight would get one for every 5 points.
I hate the use of nerfing to solve problems, but in this case I think one thing is *well* deserved: make it harder to become a soul guardian. I think requiring level 3 of two different classes (like priest and mage) would be suitable, since it appears to me to be one of the strongest things out there; with just 40 points in simulacrum I can whoop out a bunch of monsters that summon their own henchmen, and then quickly overwhelm just about anything.
Soul Guardian's simulacrum:
-30 class kills to switch from 1st job, base level 11 to get WIS/CHR.
-Fighting ability to get one soul.
Mage's animated knight:
-300 Class kills to master the class.
-full set of items to create knight, or gold to buy it.
-must replace knights
Spell - summon kind:
-No prior skills required
-Can summon 10 vahala maidens with weak power (bug?)
-Limited only by mana
With one point in the ability, simulacrum and animated knight are nearly the same. But after just a little bit of adventuring, the mage would be lucky to find any stronger equipment, while the soul guardian would almost certainly have gotten a *much* stronger soul.
Also, the animated knights are melee only, while monsters can cast and even summon. Anyway, here are my ideas.
-Treat animated knights similar to souls; instead of creating a knight from the items, create a soul that stores the info on what items were used. This way, the knight isn't lost upon player death.
-Allow for ranged attack knights. Such as use a bow or a rod instead of a melee weapon in the weapon slot.
-An extra 'optional' slot. This could be for arrows for the bow, crystals for the rod, or a shield for pure melee. For example a rod of balls and a crystal of fire could add S: 1_IN_5 // S: BA_FIRE to the created knight.
-Add summoning multiplier based upon ability level.
This would cover most of the differences between 'animated knight' and 'simulacrum.' But animated knight is much harder to get and grow with, so to give it one more boost I would say that animated knight should get more summons per level. Such as where simulacrum gets an extra summon for every 10 points, animated knight would get one for every 5 points.
I hate the use of nerfing to solve problems, but in this case I think one thing is *well* deserved: make it harder to become a soul guardian. I think requiring level 3 of two different classes (like priest and mage) would be suitable, since it appears to me to be one of the strongest things out there; with just 40 points in simulacrum I can whoop out a bunch of monsters that summon their own henchmen, and then quickly overwhelm just about anything.