Welcome, Guest. Please login or register.
January 30, 2025, 11:33:27 pm
Check the old forum > Home Help Login Register
News: --------------------------------
Reddit community:
https://www.reddit.com/r/SolaceMUD/
--------------------------------
solace.senseisoft.com:4000

- Please no drama, no toxic stuff etc. Respect each other. Let everyone play and enjoy.
- Respect legacy of Solace: roleplay.
- Strictly follow ALL RULES.

Consider clans closed for now. Write a role indicating you'd love a certain clan; you might be inducted at some point (don't worry about your level).

Coming soon: a solution for solo mages level grind. Multicharring is NOT allowed (see above about following all rules).

Cheers!

(don't forget to invite friends on other platforms)
--------------------------------
1.5 player is in MUD and chromatic is already stored (c)
--------------------------------
Registration is disabled due to numerous spam bots.


+  Solace MUD Official Forum
|-+  Solace Development
| |-+  Ideas
| | |-+  Clearing spelllist
« previous next »
Pages: [1] Print
Author Topic: Clearing spelllist  (Read 3757 times)
Rael
Guest
« 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.
Logged
Barcus
New Member
*

Karma: +0/-0
Offline Offline

Posts: 11


« Reply #1 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 Smiley

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
Logged
Nuitari
Immortal
*****

Karma: +9/-0
Offline Offline

Posts: 356


« Reply #2 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.
Logged
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!