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About Xavori

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  1. Ciphers might very well be the single most OP class in the game. They effectively have unlimted spellcasting and insanely powerful control abilities. More than one fight I had consisted of me beating the hell out of critters that never fought back after GM got her first spell off. Chanters are pretty up there in power as well given that they're in a party and not solo. Nothing like buffing the attack rate of all your ranged toons, or providing an endless stream of summoned critters, or having an AoE rez, or constant AoE damage, etc.
  2. By level 12, and with rings, Aloth had 48 level 1 spells available per fight. I'm not sure what I'd have had to fight, or at what difficulty, to actually use that many spells in a single encounter That's an equipment bug. I suspect as much, but didn't worry about since my party was: Xavori- start rear move to backstab Rogue Eder-front line Fighter Pallegina-front line Paladin Kana-rear Chanter Durance - middle healer/defense Priest Whiny Mom - sometimes rear guard/sometimes front line controller Cipher So no room for god in my party. Instead, he did the vast maj
  3. By level 12, and with rings, Aloth had 48 level 1 spells available per fight. I'm not sure what I'd have had to fight, or at what difficulty, to actually use that many spells in a single encounter
  4. Ya, I was really careful on not spoiling. Nothing in my review is stuff that a player doesn't already know. The dragons bit is an achievement as is the gods bit so you're looking at that pretty much every time you log in. Now, if I'd explained why meeting Hiravias was my fav moment in the game, and went into detail, that'd be a spoiler. But I won't so it's not nor is anything else in my review.
  5. My thotz on some of the complaints... A true aggro system would have made combat management even easier, and really taken away some of the non-from-stat difficulty of things like beetles and shadows. I liked have the occasional bit of chaos in fights because you couldn't control them. This even made you consider a bit more carefully what kind of gear you'd put on your rear line characters. I'm in total agreement on the rest system. I understand why they did it versus unlimited rest everywhere, espec with a number of skills being per-rest. However, the implementation ultimately acco
  6. The story is good, and I enjoyed the way it worked throughout the game. Given that this is the most important aspect of an RPG like this, it made the game overall enjoyable. Combat is also pretty decent except that I was max level near the start of Act III. That turned most of the fights into mindless spanks. There were a few exceptions. The finale of the Endless Paths was hard. And having now finished the game, I was right on when I said I suspected it was the hardest fight in the game. That fight is the only one with a mob who can one-hit-knock-out (OHKO) the entire party, and can do it ev
  7. I am just curious. Are you really sure you are not trolling? I'm not. I made a serious suggestion with concrete reasoning behind it. I've also not yet heard one person who has come up with a cogent argument against adding an option for what I've asked for. I have gotten a fair share of ad hominem posts, and untold numbers of logical fallacies, but no one yet has explained why giving an option to have better information that is readily accessible elsewhere and should be accessible in game is a bad idea. This in turn makes me suspect that others may be trolling this thread, but in
  8. That line. That one right there. It invalidates every single argument anyone makes about me wanting the game to be easier versus the way it is now. Easier and dumbed down is exactly what that line represents. There is absolutely no risk if you play that way. No matter how bad of a decision you make; you won't suffer the consequences of it. Just reload. And it applies to every single aspect of the game, not just combat. I hate playing that way. As I've said many times in this thread. I want to make intelligent decisions, not no-risk decisions.
  9. This is actually a good time to explain why hit points were created in the first place :D Once upon a time, when dinosaurs ruled the earth, RPG's were played with pen and paper and sometimes calculators. Now a real fight consists of many swings, blocks, parries, feints, etc. Trying to do all the math and dice rolls manually would be a serious bookkeeping PITA. So a couple of those dinosaurs, a wizard named Gary of Gygax and a warrior Dave Son of Arne, came up with hit points. Instead of having to track each individual swing and whether it was a mortal blow, grazing blow, whatev
  10. Ya, this is definitely one of the more "uh...what?" attempts at creating a money sink I've ever seen in a game. Crowbars are one use? I know the devs are mostly computer geeks, but they've maybe seen a crowbar before or at least a picture of one, right? It's basically just a solid piece of metal. They don't really break all that easily. Anyway, I just buy them all when I'm at an inn or general goods merchant. They're cheap, and pands are plentiful.
  11. I think I need to quash this whole attack on my skills as a gamer right now. I'm cakewalking through the game at this point. I'm not kidding about being a game writer. I wrote strategy guides. Everyone who knows anything about me knows that I'm the go-to guy for figuring out how to cheese a game. I've not once asked for the game to be made easier. In fact, I've had to restrain myself from cheeseballing this game because it's just that badly balanced. I'm also really enjoying playing the game. It's been a long time since a good story-driven CRPG has come out, and I really like
  12. I've actually come up with worse cheeseball parties since then. Since you can use ranged weapons even when getting meleed, and fighters get that speed reduction in armor thing, and anyone can get faster firing, fighters using bows with a chanter giving them speed is pretty OP, and zomg do rogues with bows get evil. Just make sure all your bows have a secondary damage type for those special occasions when you're fighting a pierce-proof enemy. Oh, and then give all your guys pierce-proof which makes all the non-magic ranged enemies loltastic when trying to fight you.
  13. While I don't disagree with you, this is definitely a horse that's left the stable. Too much of the game is now built around resting, including many of the attempts at balance, and changing it now would require massive systems overhaul to try and rebalance. (not that I think they've gotten anywhere near balance yet as I've managed to find so very much cheese, but bless 'em for tryin') One thing I will point out is that no resting in dangerous places never really accomplished its goal either. Nothing ever stopped me from walking out of the dangerous place, resting, and then walking
  14. *rolls eyes* Thy gold or thy life, knave. The challenging targets in UO were the other players, and I was oh so very good at killing them. I really wish the people in this thread would quit equating having information with dumbing down. It's exactly the opposite. Asking for information that you have no 'real' way to glean anyway because it's a totally arbitrary abstraction is not dumbing down. It's asking to actually be allowed to use my brain rather than save-reload. And AD&D didn't need a con system because good DM's and later on the gold box games never randomly thr
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