Ahpuch
Well-known member
Thanks for the clarification. This definitely could have been in the OP to help with understanding but it seems that post was also trying to cover off some background for the archetype.Just to clarify, while Myth Drannor is still in development, most wild magic zones you should encounter will be visible, and avoidable or manageable through some mechanic.
Wild mages can make surges pretty much a 100% benefit, but for everyone else It's just dungeon mechanic, like lava, electric floors, heavy gravity volumes, etc. so it is suppose to be dangerous. Once the content hits preview everyone can gauge that risk a bit more effectively. Then you'll know your chances of being turned into a giant or a potted plant (we didn't do that last one actually....yet.....)
I think you'll find it on the mild side of some of the things you can run into in DDO.
-T
I don't mind the idea but the problem is that it seems that it is only relevant to magic users. A team of fighters, monks and rogues will not even notice the wild magic zones. That is quite different than "lava, electric floors, heavy gravity volumes, etc." that effect any type of class (though some classes are better at dealing with the mechanic). If people don't like the mechanic might they just not run groups with "no casters please". Is that good? Or am I missing something?