Richard Kettering <[EMAIL PROTECTED]>:
> What I think is broken in the current setup is:
> - Ghosts, especially the high levels, are too powerful against undead  
> and drakes.  Wraiths are unstoppable, especially because they regain  
> sizable amounts of health when their damage is boosted, because  
> they're quite mobile and hard to hit, and because they even have a  
> ranged attack that the drakes are quite weak to, which makes it  
> difficult to use the only weapon the drakes have against them, fire,  
> to significant effect.  They also have the opposite alignment of  
> drakes, are mobile enough to make it matter, and also are very  
> resistant to all saurians' attacks.

Agreed.  Ghosts should not have arcane.

> - White Mages are playably balanced, but are too fragile; this is a  
> holdover from the days when they needed to be unusually fragile so  
> that the undead had any hope of stopping them.  I suggest a sizable  
> increase in HP, with other nerfs (probably to damage) to keep things  
> even.

Neutral on this one.

> - Dark Adepts, and even liches, are still largely powerless against  
> undead - this has never made sense, because they're supposed to be  
> the masters of them.  You'd think someone with an intimate knowledge  
> of how to create said unlife would be equally apt at turning or  
> destroying it.  (on that note - a "turn" ability for undead magi to  
> seize control of opponent's undead units would be very interesting).

Strongly agreed.  It's just silly that the Dark Sorcerer line doesn't
have Arcane; it should.

> - The "drakes vs. undead" vulnerability circle is still there, and  
> this hinges largely on the presence of cold as the dark adept's  
> attack.  Combat between these two is still too volatile, mostly from  
> the undead side.

Neutral on this one.
-- 
                <a href="http://www.catb.org/~esr/";>Eric S. Raymond</a>

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