A re-look at class banns
Posted: Mon Apr 04, 2016 7:46 pm
I recently re-read the signs in the OOC area , and while I knew of two banned classes, and the reasons why ... I was kind of somewhat shocked at a couple on there at the same time.
Now, let's get this part out of the way first:
I am by NO means, trying to upset Tara or the founder by "arguing" a case here. I understand , there are viable reasons for the class bans , even if I don't fully understand the "why" of it all.
This is just a discussion for consideration , a look back into things , to see if there is any wiggle room in some cases.
Now, let me put out there, my intentions as plain as typing will allow.
I completely understand Monk and Palemaster banns. In a way ...
First off, even though I have played them in the past ( Slooge the Illithid PM/Sorc was a super effective Villain PC of mine. ) , Pale Master Prestige class is almost completely "worthless" as a class option. The ONLY thing it's good for is the Immune to Critical Hits at it's highest progression.
However, the drawbacks: ... No extra spell progression for base class, a very sucky "death touch" that NEVER seems to work against level appropriate monsters and bosses anyways. The summons for a Palemaster, are some of the worst in game by default.
So To me, it's practically useless "class" option , even me playing some before ... that experience showed me how crappy the class option was.
So I am not going to ask for it's installation or removal from the ban list.
Monk - Well, this is where I start making faces at that sign. Epic Level monks do indeed have some super-awesome abilities. Mega high AC, fast attacks, and keep going, spell resistance and epic devastating attacks.
BUT ... I have played many a monk character in PWs , and usually the end result is the same - Mobs and monsters in the high level to epic level ranges, are normally immune to the best attacks a Monk can throw at them. The spell resistance , is still there, but honestly ... it doesn't protect a monk as well as one thinks.
The only way I see "monks" as being too over-powered, is if one Cheese builds a cleric/monk, or a Paladin/Monk > Clerics as we know, cannot multi class in Alangara , so that option isn't even a factor here. Paladin/Monk builds ... well, first off, there is no GOD that has a Pally/Monk allowed portfolio ... only on Pure PvP arena servers, are they usually "allowed". Yes, there are GODs that allow monks, and Pally's in their services, but not actually a combo of both classes. One must choose it's path , go pally or Go monk ...
On my side of the fence here ... I see NPC monks in the game.
I think that is a tad bit strange, to have NPC monks, and not allow PCs to be monks.
Monk class can be combined with other classes, such as Rogue ... which somewhat lessens the over-all "power" of a pure monk build, but adds some extra boost in melee , and skill selections.
Honestly ,one can build a fighter super specialized in unarmed combat , take the right feats ... and is equally as devastating, if not more than a monk of the same level. With high hard AC armor I might add. Damage resistances, and pre-buff spells, still rocks with Overwhelming crit!
I think personally ... monks would be awesome addition in Alangara , and if the Big Class abilities of the monk, are indeed an issue ... simply limit how many levels of monk can be taken.
I will admit ... Monk is one of my fav classes to play , and when getting up in the past level 20 stages, Monks are no longer "show stoppers" by any means. They will not be able to "tank" as a fighter or Barbarian would be able to. Most of their "special abilities" are negated by immunities on monsters/bosses anyways.
A look at classes ... in comparison, the Assassin is way more deadly than a monk. A RANGED stun attack , plus Death attack, plus sneak , decent BAB , and depending on your dex/dodge/evasion ... , yes, the assassin lacks the raw speed of a monk , and the spell resistance ... but in the Inner Realms here, one can pick up a few items that have spell resistance that is compatible, and are far more epicy-deadly than a monk in the end game.
The assassin isn't banned , and has some of the same abilities ( like stun/paralyze ) at range , where as the monk must be in the face of a monster, bare-handed , and subjected to getting nailed while facing an non-flatfooted monster.
So, I have to ask ... "why"?
Monks can be limited in ways ... lower damage gloves. Kamas will only go up so far using the forge. Cap it's level at say 15? Forcing a multi class option? This will give 10% penalty to xp , and lower the BaB of a monk ...
If it's the haste like effect, script it down/change it.
Now onto Shadowdancer -
The SD's ONLY main strength is the HiPS ( Hide in Plain Sight ) , the other abilities a SD gets is fairly water-downed "bleh". Noting is "game breaking" in that ability selection by any means.
Ok, by the class build rules, you MUST take 6 levels in each class by level 40 , so that stops any "cheese" min/Maxing by taking only one level of SD right there. ( rendering supporting classes to be weaker by level 40 )
HiPS - MOST of the high end to epic stuff , is immune to this because of True Sight. The only way HipS can be abused, is a SD can at low to mid ranges, waltz passed monsters like goblins, and raid the chest, safely.
That seems "bad" on the surface, but one could say thats a good tactic as well ... and there are drawbacks to that:
Drawback 1 - If using it to gain chest goods , and not combating ... the SD isn't going to get much XP. Sure they might have pots and be richer ... but at a cost of not gaining levels.
Drawback 2 - Eventually that "good tactic" runs out do to True Sight.
Really, at the levels HipS is any use at ... a normal rogue with high hide, and move silently ... can do the same exact thing!
I simply cannot see any reason to ban the class option, other than someone ( as in the Devs ) not liking the HipS ability.
Sometimes, SD's can make some awesome RP builds, because they are being "blended" with shadow , or consumed by it ...ect.
Lastly, and probably the one that confused me the most -
Shifters: - *blink* even at level 40 , a shifter has little on a level 40 pure druid , and even with the Dragonshift ... hahaha, is way sub par compared to a Weapon Master , or fighter, or bard at the same levels.
Yes there are few "wonky" shifts in that line up ... a HiPing Kobald , and a scythe wielding Skelly that's imune to Crits > Both are not 'all that' even with those "abilities". We already covered HiPs in the ShadowDancer category , and the Kobald's damage is kind of low compared to a lighter of the same level ranges, and way less than an AA or ranger or Bard ranged attacks. The Skelly one ... only useful in mid ranges of the shifter level , and I have no idea why Bioware thought a Druid would shift into a undead which they ALL oppose in the first place. But, I have played a shifter or two, and that skelly falls just as easily as any other character ...
The Ac absolutely sucks on most of those shifts ... and will be weaker than any base class at the same level ranges.
Pure druids, can go Elemental, gain the same imunities as an elemental ( immune to crits BTW ), so ... I have to say , the ban really doesn't make much sense when considering it carefully.
And server side lastly -
I personally think with all the recent changes and additions, the original reasons these classes were "banned" , meant something else back then.
Now, as the Alangara stands, I don't think the classes would be "game-breaking" ,or uncontrolled ... A LOT has changed since the original remake.
Since it has, I thought maybe it was time we discussed it, and Tara looked at it again as well.
The MAIN reason for this discussion, from my seat here ... is simple :
I am not looking to have , all powerfull, show stopping , super build toons ...
I am simply looking at the bans , limit possibilities , that it could potentially be limiting creativity and role-playing aspects , and having some more variety in what players can play.
More creativity, more imagination, and more variety, means more fun for everyone in my eyes.
Now, my closing statement -
Again, this was not designed to anger Tara, or upset him. I already know he's kind of burned out on NWN/and re-working as hard as he does on the PW for US!
It is merely a look at the subject, and up for consideration. This doesn't mean, things WILL change on that front.
It doesn't mean, I will be upset if no changes are put forth.
I'm fine with how things are. I have a lot of fun here as it stands!
I just thought I'd bring it up , and because things have changed ( and me adding some logic into it ) , that Tara might want to consider the rule, and see if there is any wiggle room to it or not.
Now, let's get this part out of the way first:
I am by NO means, trying to upset Tara or the founder by "arguing" a case here. I understand , there are viable reasons for the class bans , even if I don't fully understand the "why" of it all.
This is just a discussion for consideration , a look back into things , to see if there is any wiggle room in some cases.
Now, let me put out there, my intentions as plain as typing will allow.
I completely understand Monk and Palemaster banns. In a way ...
First off, even though I have played them in the past ( Slooge the Illithid PM/Sorc was a super effective Villain PC of mine. ) , Pale Master Prestige class is almost completely "worthless" as a class option. The ONLY thing it's good for is the Immune to Critical Hits at it's highest progression.
However, the drawbacks: ... No extra spell progression for base class, a very sucky "death touch" that NEVER seems to work against level appropriate monsters and bosses anyways. The summons for a Palemaster, are some of the worst in game by default.
So To me, it's practically useless "class" option , even me playing some before ... that experience showed me how crappy the class option was.
So I am not going to ask for it's installation or removal from the ban list.
Monk - Well, this is where I start making faces at that sign. Epic Level monks do indeed have some super-awesome abilities. Mega high AC, fast attacks, and keep going, spell resistance and epic devastating attacks.
BUT ... I have played many a monk character in PWs , and usually the end result is the same - Mobs and monsters in the high level to epic level ranges, are normally immune to the best attacks a Monk can throw at them. The spell resistance , is still there, but honestly ... it doesn't protect a monk as well as one thinks.
The only way I see "monks" as being too over-powered, is if one Cheese builds a cleric/monk, or a Paladin/Monk > Clerics as we know, cannot multi class in Alangara , so that option isn't even a factor here. Paladin/Monk builds ... well, first off, there is no GOD that has a Pally/Monk allowed portfolio ... only on Pure PvP arena servers, are they usually "allowed". Yes, there are GODs that allow monks, and Pally's in their services, but not actually a combo of both classes. One must choose it's path , go pally or Go monk ...
On my side of the fence here ... I see NPC monks in the game.
I think that is a tad bit strange, to have NPC monks, and not allow PCs to be monks.
Monk class can be combined with other classes, such as Rogue ... which somewhat lessens the over-all "power" of a pure monk build, but adds some extra boost in melee , and skill selections.
Honestly ,one can build a fighter super specialized in unarmed combat , take the right feats ... and is equally as devastating, if not more than a monk of the same level. With high hard AC armor I might add. Damage resistances, and pre-buff spells, still rocks with Overwhelming crit!
I think personally ... monks would be awesome addition in Alangara , and if the Big Class abilities of the monk, are indeed an issue ... simply limit how many levels of monk can be taken.
I will admit ... Monk is one of my fav classes to play , and when getting up in the past level 20 stages, Monks are no longer "show stoppers" by any means. They will not be able to "tank" as a fighter or Barbarian would be able to. Most of their "special abilities" are negated by immunities on monsters/bosses anyways.
A look at classes ... in comparison, the Assassin is way more deadly than a monk. A RANGED stun attack , plus Death attack, plus sneak , decent BAB , and depending on your dex/dodge/evasion ... , yes, the assassin lacks the raw speed of a monk , and the spell resistance ... but in the Inner Realms here, one can pick up a few items that have spell resistance that is compatible, and are far more epicy-deadly than a monk in the end game.
The assassin isn't banned , and has some of the same abilities ( like stun/paralyze ) at range , where as the monk must be in the face of a monster, bare-handed , and subjected to getting nailed while facing an non-flatfooted monster.
So, I have to ask ... "why"?
Monks can be limited in ways ... lower damage gloves. Kamas will only go up so far using the forge. Cap it's level at say 15? Forcing a multi class option? This will give 10% penalty to xp , and lower the BaB of a monk ...
If it's the haste like effect, script it down/change it.
Now onto Shadowdancer -
The SD's ONLY main strength is the HiPS ( Hide in Plain Sight ) , the other abilities a SD gets is fairly water-downed "bleh". Noting is "game breaking" in that ability selection by any means.
Ok, by the class build rules, you MUST take 6 levels in each class by level 40 , so that stops any "cheese" min/Maxing by taking only one level of SD right there. ( rendering supporting classes to be weaker by level 40 )
HiPS - MOST of the high end to epic stuff , is immune to this because of True Sight. The only way HipS can be abused, is a SD can at low to mid ranges, waltz passed monsters like goblins, and raid the chest, safely.
That seems "bad" on the surface, but one could say thats a good tactic as well ... and there are drawbacks to that:
Drawback 1 - If using it to gain chest goods , and not combating ... the SD isn't going to get much XP. Sure they might have pots and be richer ... but at a cost of not gaining levels.
Drawback 2 - Eventually that "good tactic" runs out do to True Sight.
Really, at the levels HipS is any use at ... a normal rogue with high hide, and move silently ... can do the same exact thing!
I simply cannot see any reason to ban the class option, other than someone ( as in the Devs ) not liking the HipS ability.
Sometimes, SD's can make some awesome RP builds, because they are being "blended" with shadow , or consumed by it ...ect.
Lastly, and probably the one that confused me the most -
Shifters: - *blink* even at level 40 , a shifter has little on a level 40 pure druid , and even with the Dragonshift ... hahaha, is way sub par compared to a Weapon Master , or fighter, or bard at the same levels.
Yes there are few "wonky" shifts in that line up ... a HiPing Kobald , and a scythe wielding Skelly that's imune to Crits > Both are not 'all that' even with those "abilities". We already covered HiPs in the ShadowDancer category , and the Kobald's damage is kind of low compared to a lighter of the same level ranges, and way less than an AA or ranger or Bard ranged attacks. The Skelly one ... only useful in mid ranges of the shifter level , and I have no idea why Bioware thought a Druid would shift into a undead which they ALL oppose in the first place. But, I have played a shifter or two, and that skelly falls just as easily as any other character ...
The Ac absolutely sucks on most of those shifts ... and will be weaker than any base class at the same level ranges.
Pure druids, can go Elemental, gain the same imunities as an elemental ( immune to crits BTW ), so ... I have to say , the ban really doesn't make much sense when considering it carefully.
And server side lastly -
I personally think with all the recent changes and additions, the original reasons these classes were "banned" , meant something else back then.
Now, as the Alangara stands, I don't think the classes would be "game-breaking" ,or uncontrolled ... A LOT has changed since the original remake.
Since it has, I thought maybe it was time we discussed it, and Tara looked at it again as well.
The MAIN reason for this discussion, from my seat here ... is simple :
I am not looking to have , all powerfull, show stopping , super build toons ...
I am simply looking at the bans , limit possibilities , that it could potentially be limiting creativity and role-playing aspects , and having some more variety in what players can play.
More creativity, more imagination, and more variety, means more fun for everyone in my eyes.
Now, my closing statement -
Again, this was not designed to anger Tara, or upset him. I already know he's kind of burned out on NWN/and re-working as hard as he does on the PW for US!
It is merely a look at the subject, and up for consideration. This doesn't mean, things WILL change on that front.
It doesn't mean, I will be upset if no changes are put forth.
I'm fine with how things are. I have a lot of fun here as it stands!
I just thought I'd bring it up , and because things have changed ( and me adding some logic into it ) , that Tara might want to consider the rule, and see if there is any wiggle room to it or not.