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<blockquote data-quote="Pielorinho" data-source="post: 72577" data-attributes="member: 259"><p>Interesting -- I'd not really thought about the magic archer. Yeah, a tank would have real trouble against this sort. But at this point, the magic archer is closer to the spellcaster model probably. If you spend your character/gold resources on funky magic abilities, you'll have comparatively less to spend on being the World's Best Archer. Still, it'll wipe up the tank.</p><p></p><p>The tank, OTOH, doesn't fall to all spellcaster: evokers and transmuters, and to a lesser degree conjurers, will have a hard time hurting the tank too badly. Sure, their fireball can do 35 points of damage -- but that's chump change to a tank.</p><p></p><p>I wonder if it'd be good on a GoD to have some areas without good lines of sight. As it is, flying characters have a tremendous advantage over nonflying melee characters, so much so that a tank is almost required to have a couple of potions of fly. If the tank could try to get in areas of the map where flying wasn't a huge advantage -- twisty 10' high corridors, for example -- it'd make fly potions less necessary.</p><p></p><p>It kinda reminds me of Warcraft II (sorry, non-computer-gamers). In that game, ogres (tanks) beat the snot out of archers. Archers (archers) turn mages into swiss cheese. And mages (spellcasters) turn ogres into fuzzy animals. Everything has a strength and a weakness; in a game like warcraft, combined arms tactics are the way to go.</p><p></p><p>In a GoD, combined arms tactics aren't really such an option unless you use cohorts, so you instead have to balance specializing in one thing real good with shoring up your weaknesses.</p><p></p><p>I'm looking forward to playing. In fact, I think it would be tremendous fun to have a team GoD sometime. Maybe four players to a side, with a last team standing victory condition?</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 72577, member: 259"] Interesting -- I'd not really thought about the magic archer. Yeah, a tank would have real trouble against this sort. But at this point, the magic archer is closer to the spellcaster model probably. If you spend your character/gold resources on funky magic abilities, you'll have comparatively less to spend on being the World's Best Archer. Still, it'll wipe up the tank. The tank, OTOH, doesn't fall to all spellcaster: evokers and transmuters, and to a lesser degree conjurers, will have a hard time hurting the tank too badly. Sure, their fireball can do 35 points of damage -- but that's chump change to a tank. I wonder if it'd be good on a GoD to have some areas without good lines of sight. As it is, flying characters have a tremendous advantage over nonflying melee characters, so much so that a tank is almost required to have a couple of potions of fly. If the tank could try to get in areas of the map where flying wasn't a huge advantage -- twisty 10' high corridors, for example -- it'd make fly potions less necessary. It kinda reminds me of Warcraft II (sorry, non-computer-gamers). In that game, ogres (tanks) beat the snot out of archers. Archers (archers) turn mages into swiss cheese. And mages (spellcasters) turn ogres into fuzzy animals. Everything has a strength and a weakness; in a game like warcraft, combined arms tactics are the way to go. In a GoD, combined arms tactics aren't really such an option unless you use cohorts, so you instead have to balance specializing in one thing real good with shoring up your weaknesses. I'm looking forward to playing. In fact, I think it would be tremendous fun to have a team GoD sometime. Maybe four players to a side, with a last team standing victory condition? Daniel [/QUOTE]
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