Solace MUD Official Forum

Solace Development => Ideas => Topic started by: Rael on September 05, 2006, 11:42:51 pm



Title: Clearing spelllist
Post by: Rael on September 05, 2006, 11:42:51 pm
Time to remove useless spells and skills?

Here are ones of a knight:

kick

cure light
cure serious
create water
dispel evil
calm


There are also skills and spells that are nearly useless: spike, turn undead, banishment. But these are worth or reworking some, just let me think on it.


Title: Re: Clearing spelllist
Post by: Barcus on September 07, 2006, 11:21:01 am
Hey, turn undead is a really usefull spell! And spike - really cool to start a fight with undead (see another thread with whining about liches).
Besides, if you personally don't use any spell it doesn't automatically mean that noone does (e. g. calm. create water, dispel evil - there are situations when having them is more useful than not having them. The calm spell affects should be reworked according to its description, actually - it potentially could become a really strong one).
Cure light and cure serious - you could use them for roleplay reasons :)

The only thing I'd agree with is kick - this skill really stands out of the line. Since we treat knights as noble warriors (canned meat, actually) with little martial artist skills (no dirt kicking, for example), then it looks logical to take the kick away from them. And give them something instead


Title: Re: Clearing spelllist
Post by: Nuitari on September 07, 2006, 01:58:08 pm
I personally witnessed cases (and not a sigle one), when using 'create water' instead of 'create spring' could save a life. Unfortuately for them, these players never thought ahead of the immediate effect of the spell.

I also offer to think about improving and/or changing rarely used skills instead of removing them. Removing a thing is stupid. If you can't find a use for it, nobody forces you to practice it. If even seeing it on the screen irritates you - gag it in your client.