11-22-2006, 06:56 AM
Hi,
First, I think I wanna say that Hammerskjold addresses a few good points. I would like to see your answer to those.
Second, I did not and do not mean to depreciate the way you think or play.
Third, here are some answers:
I also find it interesting that you list Conviction over and over again, but not for Paladins, who have the disadvantage of having only one aura activated that also occupies the rmb and thereby hinders him to use auto-aim skills - Hammerskjold has a good point here. Also notice that granting auras via runewords is one of the few really imbalanced things I agreed with you on. A sorceress and the conviction aura is not pretty, and should not be able to achieve by playing alone.
IMHO, there is also quite a difference between slvl 15 and slvl 20 Fireball, but YMMV.
In that light, I think it is save to say that all players are "overpowered" by your definition, which is what I wanted to express with my ironical list of "overpowered" things.
Overpowered to me means an imbalance between the different chars. In a former patch, WW-Barbs were overpowered. Now Hammerdins are. The game, well, is not. Please refer to my former post what might be imbalanced about it.
I don't have the time now, but I will come back later and write a bit more.
Greetings, Fragbait
First, I think I wanna say that Hammerskjold addresses a few good points. I would like to see your answer to those.
Second, I did not and do not mean to depreciate the way you think or play.
Third, here are some answers:
Quote:Instead, I'll offer up a definition of overpowered.You know, Fireball, Chain Lightning, Stone Curse, The Haste Suffix, The Zodiac Suffix and others in DI all fit your description. As well as the need to get the highest possible armor - if you're not an expert or a sorcerer, that is.
Any skill/item/"thing" which is universally used when able to be, and universally good when used. Example: Teleport, Holy Shield, Stone Curse
Any skill/item/"thing" which, even though specific to a build, is so far above the power curve that it makes the game trivially easy (Perhaps "Bottably easy" is a good term here). Example: Blessed Hammer, Conviction
Any skill/item/"thing" which makes monsters incapable of (damaging, hitting, moving, living, etc.) without completely crippling the player using it. Example: Teleport, Holy Shield, Stone Curse, Conviction, Blessed Hammer
"Of Haste" might fit the bill. "Archangels" does not. Level 20 spells are not significantly more powerful than level 15 spells.
I also find it interesting that you list Conviction over and over again, but not for Paladins, who have the disadvantage of having only one aura activated that also occupies the rmb and thereby hinders him to use auto-aim skills - Hammerskjold has a good point here. Also notice that granting auras via runewords is one of the few really imbalanced things I agreed with you on. A sorceress and the conviction aura is not pretty, and should not be able to achieve by playing alone.
IMHO, there is also quite a difference between slvl 15 and slvl 20 Fireball, but YMMV.
Quote:In short, things (aside from superior tactics) that give players an unfair advantage over enemies are what I consider overpowered.This is, I think, where I don't agree: If players don't have an advantage over the AI that battles them (be it via crippling the AI or giving the players better things), people will lose the game. As long as they aren't as bright as check grandmasters and as quick as Q3A world champions, they will lose the game.
In that light, I think it is save to say that all players are "overpowered" by your definition, which is what I wanted to express with my ironical list of "overpowered" things.
Overpowered to me means an imbalance between the different chars. In a former patch, WW-Barbs were overpowered. Now Hammerdins are. The game, well, is not. Please refer to my former post what might be imbalanced about it.
I don't have the time now, but I will come back later and write a bit more.
Greetings, Fragbait
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