Wind factor

Here's where all things related to Book III are being discussed!
User avatar
SpottedShroom
Captain Magnate
Captain Magnate
Posts: 1372
Joined: June 4th, 2010, 6:18 pm

Re: Wind factor

Post by SpottedShroom »

Kreador Freeaxe wrote:
IJBall wrote:I guess I just don't see why Magick using characters should keep getting all these breaks that non-magic using character's don't get - why should Mages be able to see during violent storms (at night) when no one else can?!

It just seems kind of unbalanced to me...
[shrug]
Also, Lanterns work just fine in the rain, and give off much better light than Gravedigger's Flame, and can be extinguished when you want to hide from an enemy. Given that anyone can use one, I'd say that's a draw.
Anyone but an archer, that is. They either have to learn some magic, buy potions, or learn to shoot so good they can hit targets in the dark.

Of course, I still think archer is the strongest character build - better maximum damage than mages with no MP or resist to worry about, and no worries about AR for melee combat.
User avatar
IJBall
Major
Major
Posts: 1684
Joined: August 31st, 2008, 11:07 am
Location: Southern California

Re: Wind factor

Post by IJBall »

Kreador Freeaxe wrote:
IJBall wrote:I guess I just don't see why Magick using characters should keep getting all these breaks that non-magic using character's don't get - why should Mages be able to see during violent storms (at night) when no one else can?!

It just seems kind of unbalanced to me...
Also, Lanterns work just fine in the rain, and give off much better light than Gravedigger's Flame, and can be extinguished when you want to hide from an enemy. Given that anyone can use one, I'd say that's a draw.
Lanterns are inside a closed vessel/system, so I can accept why they wouldn't be blown out during storms.

But, like I said - Mages and magic-users get a whole bunch of 'incidental' advantages that start to add up after a while. I'm pretty much in favor of anything that 'nerfs' Mages at this point. Including monkeying with their ability to cast a Gravedigger's Flame spell during storms... :wink:
User avatar
KillingMoon
Officer [Gold Rank]
Officer [Gold Rank]
Posts: 460
Joined: December 10th, 2009, 6:34 pm
Location: NW Europe

Re: Wind factor

Post by KillingMoon »

I hadn't expected the use of torches and lanterns in combat would get such a lot of attention from experienced players, to be honest.
Once we have Cats Eyes we don't need much more, do we? Probably we won't have Cats Eyes early on, but early in the game there are a lot of places with fixed light spots that we can use to our advantage. The Dragonels around of the farm, for example; I normally let them follow me back inside the farm, where I positioned myself close to the exit, where it becomes dark, while the Dragonel would still be in the light when attacking me.
With many Outlanders you can do the same thing, as you'll normally find them around a campfire. It's getting one on one that can be more difficult with some of the Outlander camps.
Once you have your special weapon feat, the dark also gives you an advantage, because your feat is a sure hit, so no darkness penalty.

I believe I only started to use torches and lanterns when I my defense had become so strong that a bit of light didn't matter much anymore.
User avatar
Kreador Freeaxe
Major General
Major General
Posts: 2425
Joined: April 26th, 2008, 3:44 pm

Re: Wind factor

Post by Kreador Freeaxe »

KillingMoon wrote:I hadn't expected the use of torches and lanterns in combat would get such a lot of attention from experienced players, to be honest.
Once we have Cats Eyes we don't need much more, do we? Probably we won't have Cats Eyes early on, but early in the game there are a lot of places with fixed light spots that we can use to our advantage. The Dragonels around of the farm, for example; I normally let them follow me back inside the farm, where I positioned myself close to the exit, where it becomes dark, while the Dragonel would still be in the light when attacking me.
With many Outlanders you can do the same thing, as you'll normally find them around a campfire. It's getting one on one that can be more difficult with some of the Outlander camps.
Once you have your special weapon feat, the dark also gives you an advantage, because your feat is a sure hit, so no darkness penalty.

I believe I only started to use torches and lanterns when I my defense had become so strong that a bit of light didn't matter much anymore.
For me it's more a matter of role playing it. I don't always want a character that buffs to the hilt. I like trying out differing techniques. That's why I built a shield specialist (and how I found out that corner-on squares are considered ranged for purposes of shield-deflection). I actually rarely use illumination of any kind (though personally I dislike the quality of the "light" Cat's Eyes gives), but I decided to try a thuggish character with a big hammer and a lantern wandering around crushing everything. :) Having fun with it right now. For this character, it's nice how the big glow from the lantern helps attract prey. ;-)
---

Kill 'em all, let the sysadmin sort 'em out.
Lightzy
Initiate
Posts: 19
Joined: November 8th, 2010, 7:50 pm

Re: Wind factor

Post by Lightzy »

Um it's not like Eschalon is a turn based tactics game thing where it's sensible to have stuff like that.
It's a game where you find the exact spot where u can aggro a single enemy and then run away to a safe zone and kill him 1on1, then repeat.

well at least the whole end part of eschalon2
Post Reply