demonspawn -> Starting potions depending on character creation class. (10/30/2020 4:38:39)
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Not suggesting a change to maximum potions only the quantity of potions a character has after creation & after logging in if they have less then that amount - gives a slight early game advantage if you play to the classes strengths and does not make that much difference later as the player has more options as the charter level increases similar to how the different classes start with 10 points in an attribute - helps a little bit but require more points to keep up with the challenge or can be redone later - Could add to option to switch the bonus to the base class trainers for 20 tokens like how you can switch around the default gear to give older characters a chance to change if the player wants to ... so with that in mind: Fighter Adventurer: 2 Health Potions, 0 Mana potions Guardian: 4 Health potions, 0 Mana potions X Guardian: 6 Health potions, 0 Mana potions Warriors don't need mana but tend to die when health runs out - gives them some extra chances Rogue Exactly as it is now - when I think of a rogue I think of a character that while it may not excel at direct combat or magic it would use that it was the most efficient method and as such so would need a bit more flexibility. Mage Adventurer: 2 Mana Potions, 0 Health potions Guardian: 4 Mana Potions, 0 Health potions X Guardian: 6 Mana Potions, 0 Health potions Mana is the source that fuels a mages destructive potential - gives them maybe a few extra casts.
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