Re: 1.13 Public Test Realm online!
I don't understand people saying that it's boring that you must be prepared for danger. To me it will be boring when I can make a zealot and zeal away without never thinking that I need to do something else.
By the way you describe it, it sounds like CS and WSK are the only areas where you get any enjoyment from a zeal character , since you know you can "just zeal away" everywhere else.
Also, how come you don't complain about life being so easy for non-melee characters? How come no one complained that their sorcs, trapsins, LF/FA zons, etc. are so boring to play because they are unaffected by IM?
I'll try my best to help you understand why IM=boredom for some of us. When I hit CS with a melee character, I'm not thinking "uh-oh I might die, it'll be challenging", I'm thinking "*yawn* I'm going to use a strategy that will keep me from dying to IM, but I'm going to be stuck in this relatively boring area for 5x longer than it would take for my non-melee characters."
The thing that makes the game fun for me is using different skills on different characters, so I experience
variety in the gameplay. The most boring part of the game, to me, is when you are stuck using regular attack at low levels while you're waiting for the skill(s) you really want to use to become available. (Funny enough, this is an area where respeccing could actually be a good thing--many low level skills get completely ignored because the skillpoints would be "wasted" on them.) The second most boring part of the game for me (in terms of questing, anyway) is CS with melee characters, because you essentially revert back to regular attack with a missile weapon, or berserk (which works exactly like regular melee attack, in terms of gameplay). That's not exciting or challenging to me, it's just boring. It's like a Superbowl half-time show, I'm just stuck waiting for the snooze fest to end so the game can resume.
Now dolls, on the other hand--I love those things. They are dangerous, but you can survive against them using tactics that don't drastically slow the game down. I also appreciate that dolls--in drastic contrast to IM--can present a danger to any character, but can also be dealt with by any character without requiring the player to ignore his skills in favor of 1pt berserk or whatever. I appreciate gloams for the same reason, and contrary to popular outcry a pack of gloams in 1.13 is still a lot like a pack of gloams pre-1.13.