^ That makes no sense. Why do crafters have to forfeit combat abilities? at all? Why do fighters have to forfeit crafting abilities? at all? Why does it have to be one or the other? why isn't it both?
You basically stated an opinion in strong opposition but didn't give a thorough reason behind it.
EDIT:
For example, are there economic reasons why you think it should be the way you described it?
Are there role play reasons?
Are there any other reasons that would possibly, faintly, remotely, make sense?
Your setup? EDIT: I see what you mean, but it's not SINGLING OUT CRAFTERS. Take another look at what they're saying. Crafters ''Path'' will compliment your Combat classes. Think of Crafting in this regard as a Profession, or additional talent tree which unlocks unique abilities, and combat abilities.
We need a concise change log for the entire Heroes plugin on class changes/balance changes. But a quick look through and you can easily combine the mechanics of each class to benefit one another independently while leveling.
in example:
Using your crafting specialization will unlock benefits to your combat specialization, IE: the ability to use higher end 'weapons', (pickaxe, axe, hoe, sword, shovel)
Your actual path specialization into combat would then unlock your armor types, combat skills, and your path would unlock the first set of armor types, and combat skills.
What I'm typing is very specific. Please read it through and give it long educated thought before replying.
I made a post earlier with a great leveling example of an alchemist leveling. (Minor tweaking needed.)
EDIT2: In this system, it is true that some combat classes would suffer until they raise their crafting skills up, but I think to be fair the levels I posted on the previous post about this were low enough to be obtained in a short amount of time, and would only promote healthy server growth.
So what if you don't like digging, logging, crafting, why the ---- are you playing minecraft? PVP -> ONLY? <-??
Please.
You basically stated an opinion in strong opposition but didn't give a thorough reason behind it.
EDIT:
For example, are there economic reasons why you think it should be the way you described it?
Are there role play reasons?
Are there any other reasons that would possibly, faintly, remotely, make sense?
Your setup? EDIT: I see what you mean, but it's not SINGLING OUT CRAFTERS. Take another look at what they're saying. Crafters ''Path'' will compliment your Combat classes. Think of Crafting in this regard as a Profession, or additional talent tree which unlocks unique abilities, and combat abilities.
We need a concise change log for the entire Heroes plugin on class changes/balance changes. But a quick look through and you can easily combine the mechanics of each class to benefit one another independently while leveling.
in example:
Using your crafting specialization will unlock benefits to your combat specialization, IE: the ability to use higher end 'weapons', (pickaxe, axe, hoe, sword, shovel)
Your actual path specialization into combat would then unlock your armor types, combat skills, and your path would unlock the first set of armor types, and combat skills.
What I'm typing is very specific. Please read it through and give it long educated thought before replying.
I made a post earlier with a great leveling example of an alchemist leveling. (Minor tweaking needed.)
EDIT2: In this system, it is true that some combat classes would suffer until they raise their crafting skills up, but I think to be fair the levels I posted on the previous post about this were low enough to be obtained in a short amount of time, and would only promote healthy server growth.
So what if you don't like digging, logging, crafting, why the ---- are you playing minecraft? PVP -> ONLY? <-??
Please.