You must be logged in to post


Lost Your Password?

Search Forums:


 






Wildcard Usage:
*    matches any number of characters
%    matches exactly one character

Less bias for Crusaders

No Tags
UserPost

12:20 pm
September 23, 2010


daveecee

Winter Park, FL

Member

posts 14

After playing this game for a while with both classes, I've found myself exclusively playing the Crusader. I feel as though the game has a bias against the wizard. Not once have I ever found an upgrade to the basic wand (if there even is one), and my wizard always ends up using melee weapons instead because of how poor the wand damage is.

 

Meanwhile, the Crusader gets special items only he can use, such as those that require Heavy Armaments. Why not some Wizard-oriented special items?

12:35 pm
September 23, 2010


WesPaugh

Admin

posts 301

We're looking to make more class-restricted items for both classes, especially with the addition of the items locker. At the moment, the wizard's does have one class-restricted item, the Spellbook, a rare find that gives you an extra skill point.

In addition to the core bonuses (e.g. +1) there is one special wand type to be found in the game, although it's equally useful to both. Having the ranged weapon to start is a huge advantage for the wizard, especially if she also has teleport.

Personally I've found myself playing Crusader much more than the Wizard, but usually with games I charge in guns blazing, so I'm more likely to prefer the class that can take the few extra hits. My boss always picks the Wizard, though, with decent success, usually. *shrug* The Gameplay Strategies thread has some really good suggestions on how to play the wizard, including a skill loadout I've been meaning to play that centers around her crystal balls.

7:45 pm
September 27, 2010


Owain

Member

posts 26

As seen on the highscore list I've played both Wizard and Crusader successful. 

I personally think that oth are good as they are. I don't need another weapon for my wizard. The wand is only to have a basic defense. I usually use the crystall balls to stay in a safe range. On thing that is important for all wizards: The damage is calculated on how much mana you have at the moment you shoot: Low mana -> no damage; full mana -> max damage => As acrusader has never as much mana as a wizard a crusader with wand is always worse.

I think playing crusader is harder than playing wizard. When a crusader gets teleswapped by a gipsie or a ghost he often dies just because he has 4 enemies around him. A wizards just teles out again and set 1,2 or 3 balls in the room and waits some turns.

 

2:13 pm
September 30, 2010


joshg

Member

posts 8

I wouldn't mind seeing the non-crystal-ball tactics balanced out to be more achievable.  I've beat the game once focusing on crystal balls and teleporting, but any other tactic has been really tough to make work.

I love the concept of the tele-stab rogue wizard, but right now the random mis-teleport seems like a really heavy punishment.  If you're trying to clear a whole level and get teleported across the dungeon more than once, it really drains your meat levels fast getting back (unless you teleport all the way back … risking another mis-teleport and leaving you mana-less when you arrive back where the enemies are).

 

No Tags

Share |