Posted February 12, 2024
My story with MM7 repeats in the same manner as MM6 - it took me some time before I started to play, had some silly problems at the very beginning, then when I made another attempt and I finally overcome first parts of game, I'm playing in it with passion and for hours :)
However I admit that no matter what choice of classes (even considering later promotions) I've made, I'm still not "fully" satisfied.
The least troublesome seem to me choice for 3rd and 4th character - cleric and sorcerer. Their ultimate goal is of course grand-mastery in their respective spell schools (elemental for sorcerer and body/spirit/mind for cleric) and it gives a HUGE difference. And of course they can take the Light/Dark magic on the table (although Light Magic with its supportive spells seem to be sufficient for one character per Team, although I always have that possibility to train both).
For me personally the problem begins with first character (minor) and second (major).
Knight is awesome with possibility to reach (after promotions) GM in Plate, Sword or Armmaster. But at the same time can't train bow above expert (why?) and has zero magic inclinations. Wouldn't be bad if it wasn't for the fact, that I prefer to have "supporting", additional character with healing/removing debuffs spells, and in MM6 I was happy with Paladin/Crusader/hero path, with very well knowledge of "clerical" spells and very well developed fighting skills.
Here I also have Paladin/Crusader/Hero branch, but... he has much worse possibilities for development in fighting skills.
Armsmaster only on expert max. No Master for Chain or GM for Plate (Master on Chain/GM on Plate are levels where penalties for armor are no longer occuring). And expert max for bow.
Second character is the wild ride. I've decided to have Thief, to have GM with disarming traps (Leather and Dagger on GM are also very nice features in the final class promotion). Buuut... He can't GM Perception (why? why?). Bow for expert max. And the even worse thing - Magic on only basic level. My promoted ranger in MM6 was a great addition with well trained "thief" skills, bow and elemental magic. But here I don't have any of those with thief. I can have stealing for GM, but frankly, I don't use it at all. I've researched a bit other classes and now regret a bit not taking Archer, who would be much better in terms of bow and elemental magic (still, much worse for disarm traps).
Seems like I was utterly spoiled with freedom of choice in MM6 and system from MM7 is for me much more restrictive and "punishing".
Just wanted to share that with others, but would be happy to hear your thoughts as well (no matter if you agree or disagree)
However I admit that no matter what choice of classes (even considering later promotions) I've made, I'm still not "fully" satisfied.
The least troublesome seem to me choice for 3rd and 4th character - cleric and sorcerer. Their ultimate goal is of course grand-mastery in their respective spell schools (elemental for sorcerer and body/spirit/mind for cleric) and it gives a HUGE difference. And of course they can take the Light/Dark magic on the table (although Light Magic with its supportive spells seem to be sufficient for one character per Team, although I always have that possibility to train both).
For me personally the problem begins with first character (minor) and second (major).
Knight is awesome with possibility to reach (after promotions) GM in Plate, Sword or Armmaster. But at the same time can't train bow above expert (why?) and has zero magic inclinations. Wouldn't be bad if it wasn't for the fact, that I prefer to have "supporting", additional character with healing/removing debuffs spells, and in MM6 I was happy with Paladin/Crusader/hero path, with very well knowledge of "clerical" spells and very well developed fighting skills.
Here I also have Paladin/Crusader/Hero branch, but... he has much worse possibilities for development in fighting skills.
Armsmaster only on expert max. No Master for Chain or GM for Plate (Master on Chain/GM on Plate are levels where penalties for armor are no longer occuring). And expert max for bow.
Second character is the wild ride. I've decided to have Thief, to have GM with disarming traps (Leather and Dagger on GM are also very nice features in the final class promotion). Buuut... He can't GM Perception (why? why?). Bow for expert max. And the even worse thing - Magic on only basic level. My promoted ranger in MM6 was a great addition with well trained "thief" skills, bow and elemental magic. But here I don't have any of those with thief. I can have stealing for GM, but frankly, I don't use it at all. I've researched a bit other classes and now regret a bit not taking Archer, who would be much better in terms of bow and elemental magic (still, much worse for disarm traps).
Seems like I was utterly spoiled with freedom of choice in MM6 and system from MM7 is for me much more restrictive and "punishing".
Just wanted to share that with others, but would be happy to hear your thoughts as well (no matter if you agree or disagree)