Page 2 of 2
Re: Eliminate the starter pack confusion
Posted: Thu Jun 09, 2005 3:51 pm
by borg9
larwood wrote:No... its not changed. They said it in the patch notes, and I tested it with a new char... but nothing from enchanted heals or attacks.
I think what you are talking about is the fix to enchantments that ment Healers didn't gain XP from using normal heal spells, if they use an enchantment during the fight.
Eg.
Cast heal
Use enchantment
= no xp
the healer should have gained xp for the fight becuase they cast the origninal heal. This was often not the cast as the use of the enchantment 'reset' the number of successful actions to 0

Re: Eliminate the starter pack confusion
Posted: Thu Jun 09, 2005 3:55 pm
by larwood
borg9 wrote:I think what you are talking about is the fix to enchantments that ment Healers didn't gain XP from using normal heal spells, if they use an enchantment during the fight.
Eg.
Cast heal
Use enchantment
= no xp
the healer should have gained xp for the fight becuase they cast the origninal heal. This was often not the cast as the use of the enchantment 'reset' the number of successful actions to 0
Ah... very good. that make sense, Thanks for the clearer explanation.
Re: Eliminate the starter pack confusion
Posted: Thu Jun 09, 2005 4:06 pm
by sehracii
Glad I wasn't the only one confused by that

Re: Eliminate the starter pack confusion
Posted: Fri Jun 10, 2005 3:07 am
by caitiff
I saw it posted that you cant nerf your character which is definitely true. In the long run you can't mess it your character up really. Though the reason I think a change like this would be good is that fact that it would give new players a chance to see it all instead of just picking 3 melee packs because they want to fight. If they start out with a little from all then they can see it all and decide what they like after and maybe it will catch their interest in SoR better.
Re: Eliminate the starter pack confusion
Posted: Fri Jun 10, 2005 1:43 pm
by magick1
Wouldn't it be easier to have a jack of all trades selection in addition to the current system, that way none is lost. Something like this (haven't added the SPs):
damage/accurace, dagger
acid/heal, amp
craft plan (no start mats?), craft tool
basic extract, basic prospect, harvest tool