Posted July 10, 2023
ZyroMane: Heh, I forgot about superman, that's the interesting thing that divinity warriors get. Well, kinda sorta. I just need to take a step back and see the bigger picture. For example, I'm moving more to seeing fighter like bishops. Of course, fighters are harder to build "wrong," which makes them a bigger "problem," actually. But, a bishop fills holes better than a fighter, since there are greater diminishing returns on melee than ranged than magical damage. Moreover, I'm of the mind that spell-casting warriors are the most interesting classes to build. And, since I find the game on the easy side, I'm more interested in the "hard hybrids." That's why I usually take a lord before a valkyrie. But, I'm doing it the hard way with an all-six instead of accelerating through the tough part with a foursome. (There's also the spell-slinging two thieves/four warriors variant.)
The power curves are different between the classes. * Fighter starts pretty strong, gets a huge bonus in the late single digits (or in the double digits, depending on skill) on getting an extra attack/swing, continues strong through the teens (particularly with the availability of strong weapons), amd remains strong through the end of the game.
* Bishop starts pretty weak, gets a decent boost when area spells start to appear, continues to grow decently through level 11 or so, but then offensive spells stagnate, except for the fact that your skills continue to improve and power cast enters the mix. This stagnation is apparent as you get to the 14-17 range, when your skills are quite good, and you're sill using 3rd and 4th level spells for the majority of your damage. (Either that, or your Bishop starts getting an extra attack and swing while hasted.) Then, bishops get another power boost as you get into the 20s, as 7th level spells become available.
* The curve I describe for bishops is actually even sharper for bards and gadgeteers. Characters of these classes are quite good when they first get their area attack items, then they get Heal All at level 11, but then their offensive capabilities really fall off as you go through the mid-teens. A level 17 bard doesn't have any good offensive options at that point, and a gadgeteer is only slightly better (Prismic Ray and Boiling Blood). But then there's a huge jump at level 18, provided you have certain items found in Rapax territory.
ZyroMane: I find healing and curing to be just as boring as damage, but at least the latter makes way-too-long battles shorter, so...
Some things that, I find, make healing more interesting: * Damage is something that you pretty much do every round you're not doing something else; essentially, it's a default. Healing you only do when you choose to do it (excluding things like HP regen and the Vampire Chain).
* If you have a potentially long battle, and you have powerful but expensive options for damage and/or healing, if it's damage it generally makes sense to use it right away, whereas a similar healing ability should be saved until the time is right, which makes the strategy a lot more interesting.
* Outside of battle, damage plays no role, but healing does play a role.
* I find recoveries much more fun to watch than just doing raw damage. It's rather fun to see the player recovers from what appears to be a hopeless situation. (Note that this apples even for games that are not RPG-like; even in games like Tetris the Grand Master, recoveries are fun to watch, despite that the game's mechanics are completely different from those of Wizardry 8.)
Post edited July 10, 2023 by dtgreene