by Lujo on Fri Aug 31, 2012 10:32 pm
1) I thought about the whole make healing scale with level. Exactly how would health scaling per level work?
hp gain = (spell cast mana cost) X level ?
This then means that you get double worth out of HALPMEH once you hit lvl 5, and more than double after that. Why don't I see people saying this specifically isn't a good idea based on math? Is there any balanced yet ellegant math that wouldn't make HALPMEH an overheal/waste/OP rather fast?
EDIT: went over what q3 wrote. But I don't think that would fix his lategame lack of both damage and resists.
2) About the wizard - what Darvin wrote in the other thread is actually spot on - the Wizard actually has 2 abilities which help regen fighting (brawling? I don't like that term it implies fighting multiple people at once to me). I really wouldn't mind being able to cram more glyphs into my inventory on a decent resist stacker, that would be a huge thing. And his penalty is there to prevent him being good at it. If the devs could make him a better glyph based regen fighter though, that might be interesting.
All in all the weird thing is that the current Priest feels like a fighter, the current fighter feels like a wizard and the current Wizard feels like a Priest (seeing how thats the regen fighting building). The current thief feels like a tier 1 Tinker ^^
I almost got pwned by Shifty Brickwork!