I have played a good religious for a month now (wanted to give liberators a
shot). Here are my impressions:
1) Liberators is a very unique and cool guild. This guild really was fun to
play and adds a lot to batmud I think. I think there are some problems with
it but really the issue is more about good religious than liberators. My
congratulations to heidel for coding yet another interesting and effective
guild.
2) Playing good religious tank is really challenging. Here are the problems
that I feel need to be addressed sometime relatively soon for game balance:
first, you are quite awesome against evils but utterly useless against goods.
Liberators exacerbate this problem rather mitigate it because none of their
true offensive skills are useful against goods. You contrast this to priests,
or reavers etc, which have absolute effectiveness against any alignment,
background etc. There is just such a wide range of monsters in batmud that
this is really a huge disadvantage. Good religious is already very limited in
this regard with nuns, i dont see the point of making a good religious tank
utterly useless in 30% of the eq/exp areas here. Seriously, why? Who would
want to play one when you can totally rock 100% of the time in some other
background? My fix would be to allow ghost slash to work vs goods but to piss
off the ghost faster.
Second, you are a really crappy tank. One of the main disadvantages here is
hps. Yes liberators gets some +hp quests but really it does not add enuff
imho to balance out the crappy stats, ridiculiously low hp/con ratio, and shit
def skills that good religious tanks have. Personally i would _NEVER_ play a
good religious tank unless I had life link. It is the only way you can stand
without truly elite equipment. I sucked, and i have that eq, i cant imagine
an average non-booned player trying to tank with this. It is just embarassing
that the only way a good religious guy can properly def tank is by borrowing
the deffing ability of a superior tank. Seriously why in the world do you
need 1 def guild in civilized (cavalier or sabres), 1 def guild in ereligious
(reavers) to tank, but in good religious you absolutely have to have 2 tank
guilds just to survive a couple rounds. This is wrong. I would raise good
religious con/hp ratios here to match evil religious, and i would upgrade the
def skills of templar and liberator to at least match the civilized or erelig
backgrounds.