Hi Guys,
I already stated my opinion about giving every class and spell nearly the same damage potential (1d6+x/L) in relation to original D&D rules.
On Hardcore server I am playing a pure palemaster really maxed for damage with nullification.
I ran around with Favoured souls and lighning bolt/sunbolt and was really awed how they could oneshot whole group of mobs or even bosses- the negative damage from palemaster was not nearly similar. Needed two shots or more.
In addition light/alignment damage is best maxed in game and damage every monster the same-
on the other side you have problems in most quests as palemaster with undeads (1/3 in the game?), because the first shot from palemaster heals and the first shot from now every
other spellcasting class kills them or damages them so that the fighters can easily finish them. I don´t use my slas in these quest at all because of this detrimental effect.
But you have not enough mana to do anything else because palemasters has only negative damage as slas. I think that should be balanced somehow.
But with the area attack holy smite it was absolutely owerpowered. We yesterday runned through temple of elemental evil (lvl 7 quest) and one slas/holy smite kills one complete group on elite.
That is absolute not something I like- having the most spell points, the highest heal potential and now also the best slas. Why the devs don´t think about giving high lvl spells as slas to classes in lower lvls and then increasing the damage potential dramatically?
thanks
Tarinia