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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