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Re: AM balance?

Posted: Mon Mar 29, 2010 7:58 pm
by DW_Ant
Corky wrote:you cut me deep ant, real deep just now :scry:
btw what does "playing for survival" mean? globing + energy?
My apologies for using poor choice of words. I meant to say that when you're playing your medic, you play as if your only goal is to get to the top of the board.
When you play your weapon master, you diversify your arsenal, and you have the ability to defend yourself when monster level goes high. For example, I don't see your medic using/collecting the prism in case you need to use a vamp, vorpal, pierce, or whatever magic type that'll keep you alive.

Re: AM balance?

Posted: Fri Apr 09, 2010 1:39 pm
by Anonymouse
When you said this:
"3: They can create +22 rage weapons.
Counter argument: rage hurts you!
Counter-counter argument: AMs can maintain infinite globe of invulnerability, nullifying their chance of death."
That totally took me off wondering. :sthinking: How do you maintain infinite globe? The whole point of rage is so that you would use a globe to protect yourself from damage. The double magic on the other hand, is also perfectly fine unless if for vorpal. Since the double is going to be taken away, read this before actions are taken: Since AM's can get double magic any time they want, we can just restrict it when you are like the last 5 players and you need it to live, that's why it was made in the first place. And plus, when globing and double magic'ing the weapon, your adrenaline use becomes so big that all you do is stare on how fast it goes away. My point is, double magic has no need to be taken away, or DW can just make the double magic use more adrenaline than it does currently.

Best Regards,
Mouse :cat:

Re: AM balance?

Posted: Fri Apr 16, 2010 3:13 pm
by warhead2
idea of making dmm use more adrenal sounds like a very worthy idea to consider

Re: AM balance?

Posted: Fri Apr 16, 2010 4:11 pm
by Seven_of_69
Ummm no. :stongue: (See other thread.)