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> _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev