Post:New spells - 12/18/2008 - 13:43:21

From Elanthipedia
Revision as of 20:34, 11 May 2014 by CARAAMON (talk | contribs) (1 revision)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Re: new spells · on 12/18/2008 1:43:21 PM 5458
Fiction / concept wise:

SvSp roughly covers two unrelated fields: theurgy (manipulating divine energies) and soul manipulation. Spells that are themed around hindering, removing, or otherwise hurting someone's soul are going to be ineffective against the undead, since they have a problem with that organ.

Design wise:
We have ran "X spell is better against the undead" into the ground. Outside this context, many of you have lamented about the guild being pigeon-holed as undead hunters -- and, hey, I agree with you. Part of getting away from that is designing spells that...aren't meant for hunting undead.

Taking the entire Cleric spellbook in perspective, my opinion has been that Cleric spell selection is in dire need of width more than depth: the few niches the spellbooks explore to some completion, they really explore. If we delve much deeper into undead hunting spells or direct defense spells, we risk loosening Durin's Bane. I would like to continue to expand the Cleric spellbooks sideways instead, exploring new or underutilized ground for what Cleric spells can do.

>>It certainly makes more sense that a spell of that nature would be more useful against a shambling mindless zombie than casting a WvW (cognitive trickery IIRC -- what's in there to trick?) spell.

The zombie has some vestige of a mind, even if only animal intellect, otherwise it wouldn't be able to operate. The thing it lacks which makes it sub-human is it soul. Also, it smells bad.

-Armifer

This message was originally posted in The Clerics (22) \ Responses to GM/Official Announcements (2), by DR-ARMIFER on the play.net forums.