General Discussion
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GoldenPower89
- Level 57
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- Joined: Mon Sep 09, 2013 3:12 am
- Location: Indiana
Re: General Discussion
Well, it doesn't seem like a bright move for a cleric to jump into battle and attack anyway due to low damage output and low HP. They will likely be in parties most of the time, so they'll get just as much EXP as their party members.
Yeah, you should level up soon. You got quite of lot of EXP from that quest.
Yeah, you should level up soon. You got quite of lot of EXP from that quest.

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Nightshade
- Level 60
- Posts: 1797
- Joined: Tue Jul 26, 2011 9:07 pm
- Location: the the the the
Re: General Discussion
Fair points, but I feel that a differing point of view always provides unique insight.
Anyway, I feel that we as players should have information about a couple of pieces of information regarding character progression.
First, we should always know what the required amount of EXP is to reach the next level. That is, at level 2, I should know what EXP threshold I must reach before I reach level 3. Secondly, I feel like it would be useful in designing our character to have some information regarding what the next steps in the skill tree for our chosen class is. That is, we should have some sort of information about if we take skill X, what skills we would be able to train in for future levels.
Anyway, I feel that we as players should have information about a couple of pieces of information regarding character progression.
First, we should always know what the required amount of EXP is to reach the next level. That is, at level 2, I should know what EXP threshold I must reach before I reach level 3. Secondly, I feel like it would be useful in designing our character to have some information regarding what the next steps in the skill tree for our chosen class is. That is, we should have some sort of information about if we take skill X, what skills we would be able to train in for future levels.
Do not question yourself with the why or the how. I simply am, and that is all you need to know.
Re: General Discussion
Some enemies have ranged weapons, but only use them until an enemy runs up to them. I thought about doing the same for players, but 1.) I thought it would just confuse the the the the the out of whoever decides to do ranged attacks and 2.) this game really doesn't work well with ranged attacks due to the fact of everyone being able to battle only in the same block. When I say some enemies have them, I mean like 1-2 on my list of enemies, lol.
If you're in the same area, an enemy will not attack you when in combat with another person, unless you attack them. This is why cleric's tend to be the least important target in most battles (but not all, especially against humans).
EXP progression is as follows:
Lvl 2 is 50 EXP
Lvl 3 is 150 EXP
Every level after that is the two previous levels differences + 50, and then that plus the previous level.
Lvl 3 - Lvl 2 = 100; 100 + 50 = 150. 150 + Lvl 3 = 300 EXP so Level 4 is 300 EXP.
Lvl 4 - Lvl 3 = 150; 150 + 50 = 200. 200 + Lvl 4 = 500 EXP so Level 5 is 500 EXP.
etc.
If you mean for me to simply put "EXP Required for next level:" on the character sheets, I can. I just thought it'd be more exciting for people to suddenly find they leveled up.
The "skill tree" is on the fly in this game, as I've mentioned several times before. I don't have a hundred spells all ready to go for every single class, so there is no real "tree". This is something I'd like to work on, but right now it's not that way, so as of this moment (but not forever), skills are just acquired per character level. And, in fact, this is how DnD works as well, so it's not a priority for me to change.
As of now, the order of new skills available is: 2, 1, 2, 1, 2, 1, etc... In other words, at lvl 2, you see 2 new skills. At lvl 3, you see 1 new skill. Lvl 4, 2 new skills... etc. At least until I run out of ideas for skills, lol. Which gives me an idea... new thread!
If you're in the same area, an enemy will not attack you when in combat with another person, unless you attack them. This is why cleric's tend to be the least important target in most battles (but not all, especially against humans).
EXP progression is as follows:
Lvl 2 is 50 EXP
Lvl 3 is 150 EXP
Every level after that is the two previous levels differences + 50, and then that plus the previous level.
Lvl 3 - Lvl 2 = 100; 100 + 50 = 150. 150 + Lvl 3 = 300 EXP so Level 4 is 300 EXP.
Lvl 4 - Lvl 3 = 150; 150 + 50 = 200. 200 + Lvl 4 = 500 EXP so Level 5 is 500 EXP.
etc.
If you mean for me to simply put "EXP Required for next level:" on the character sheets, I can. I just thought it'd be more exciting for people to suddenly find they leveled up.
The "skill tree" is on the fly in this game, as I've mentioned several times before. I don't have a hundred spells all ready to go for every single class, so there is no real "tree". This is something I'd like to work on, but right now it's not that way, so as of this moment (but not forever), skills are just acquired per character level. And, in fact, this is how DnD works as well, so it's not a priority for me to change.
As of now, the order of new skills available is: 2, 1, 2, 1, 2, 1, etc... In other words, at lvl 2, you see 2 new skills. At lvl 3, you see 1 new skill. Lvl 4, 2 new skills... etc. At least until I run out of ideas for skills, lol. Which gives me an idea... new thread!
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Nightshade
- Level 60
- Posts: 1797
- Joined: Tue Jul 26, 2011 9:07 pm
- Location: the the the the
Re: General Discussion
One thing that I think there is some consensus is that at the moment, rogues are significantly weaker than fighters or spellcasters. At least up to this point, rogues are basically just fighters with less HP, worse weapons, and without the ability to use Slash at the get-go. It feels like they need a buff to be worth something at present, and to distinguish themselves better. And quite frankly, sneak attack really sucks at the moment, since it is only 2x strongest weapon damage, and the most effective thing to do right now is dual wielding. As a result, their base skill, unlike those in other class, is just on the other side of useless.
Do not question yourself with the why or the how. I simply am, and that is all you need to know.
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GoldenPower89
- Level 57
- Posts: 1638
- Joined: Mon Sep 09, 2013 3:12 am
- Location: Indiana
Re: General Discussion
Yes, fighters seem to be much, much stronger than other classes right now. I really how they start to even out eventually.

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Nightshade
- Level 60
- Posts: 1797
- Joined: Tue Jul 26, 2011 9:07 pm
- Location: the the the the
Re: General Discussion
I don't think that fighters are significantly stronger than spellcasters. Remember that you are comparing a fully equipped, level 3 fighter to base equipment, level 1 spellcasters. Heck, we've never even seen a level 3 spellcaster up to this point. But I do agree that Rogues are weaker than the both of them, at least to the extent I have seen. All three of the skills available to a level 2 Rogue have seemed pretty useless to me.
Do not question yourself with the why or the how. I simply am, and that is all you need to know.
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GoldenPower89
- Level 57
- Posts: 1638
- Joined: Mon Sep 09, 2013 3:12 am
- Location: Indiana
Re: General Discussion
It's sad... but true. Hopefully some of the rogue's skills in the skill thread will be added.

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Nightshade
- Level 60
- Posts: 1797
- Joined: Tue Jul 26, 2011 9:07 pm
- Location: the the the the
Re: General Discussion
I think one good way to buff the Rogue is to give them additional skill points to expend each level, and therefore increased versatility. So far, there really hasn't been a way to really carve out a niche for the rogue class, and additional skill points, say 1 every other level, could do a lot of good toward giving them quicker access to more powerful skill.
Do not question yourself with the why or the how. I simply am, and that is all you need to know.
Re: General Discussion
Technically, as in most games, rogues aren't made for straight up combat in the front lines. That's the point of the warrior. Rogues are more for traps (and finding them), investigating, and getting into locations other classes can't get into. The poison training skill you mentioned is similar to the skill at lvl 3 I already have, which is poison stab. Basically, it gives the enemy the same amount of damage as a normal attack when making the strike, but inflicts poison onto the enemy. If every class was to have the same damage during combat in all situations, then all the classes would just be the same thing but with different names for attacks. They all have their strengths and weaknesses. For example: A warrior is strong in combat, but will lack in healing capabilities or magic resilience. A Rogue is decent in battle, but is more for what I stated above. Clerics are bad in battle, but good for healing. Sorcerer/Sorceress is great in offense, but lacks defense and has to worry when an enemy maybe immune to a spell they want to use. If none of that is fair, then tell me how it should be and why it should be that way. Remember that I'm trying to kind of mix up different elements to this game with games like DnD and video game RPG's, so I'm not going to be saying "kind of like in..." anymore.
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Nightshade
- Level 60
- Posts: 1797
- Joined: Tue Jul 26, 2011 9:07 pm
- Location: the the the the
Re: General Discussion
I think the issue is that at present, rogues are just coming off as weak fighters. While you make a fair point that there are non-combat roles that the rogue may excel at, it appears at present that we don't know any of them, so to us, at the game's current state, rogues are acting like weak fighters.
Do not question yourself with the why or the how. I simply am, and that is all you need to know.