Chris
unread,Nov 17, 2010, 10:34:02 AM11/17/10Sign in to reply to author
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to Chengband Discussion
OK, I've play tested some early levels, and have found this class is a
bit weak. I'm OK with weak classes (Tourist, etc) if that was the
point. And I realize I am not the most patient player for the early
game.
Also, this class will eventually be fairly strong, but not until CL45.
But here is what I propose, and I'm simply reiterating Dave's earlier
suggestions for some of these:
[1] Start player with a whip rather than a pick.
[2] Cut max blows from 5 to 4. This is to compensate for [3].
[3] Give an extra blow with whips and diggers at CL1 (in addition to
CL25 and CL50). So, this class will max out with 7 blows with favored
weapons, but the thing I've learned about narrow weapon restrictions
is that it is hard to find good gear of a single type. The Old Castle
reward might help here, though.
[4] New abilities (Whips only).
[4.1] Extended Whip - Attack monster 1 square distant. CL1.
Samurai get this at CL1 and it is useful the entire game! Its
actually surprising how useful this ability is :)
[4.2] Double Crack - Attacks a targeted adjacent monster, and
another randomly chosen adjacent monster. CL10 or so. Samurai have a
3 attack ability at CL3 I think, that attacks targeted square, and
either side of targeted square. So this is much weaker.
[4.3] Fetch - Telekinesis of an object up to 3 squares away. You
are so skilled, the object is placed in your inventory rather than at
your feet (to compensate for the very small range).
Would I be messing this class up? I can probably play them now just
fine, but it requires a lot of early game patience, picking a powerful
race, and scumming to enchant a shooter as high as possible. Starting
with 3 whip attacks (or 2 with a human?) and having [4.1] would
probably do the trick, and have me playing in the character of Indiana
Jones, which I would enjoy :)
Thoughts?
--Chris