THIEF 3.1 PRO's and CON's on 12/13/2013 03:32 PM CST
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time for a run down...

PRO's

the new KHRI system is nice to operate given a shortened verb need R.I.P. "start" best thing that could have happened to khri.

ambushes actually teach a skill (this is a double edged sword)

we got 4 skills to earn TDP's from YAY!

CON's

KHRI actually teaching the relevant skill is slim to none.

concentration regen is based on discipline/intel stats but powers abilities based from skills (inner magic should act as our concentration ATTUNEMENT)

KHRI that are harder actually require a hunter to sit down completely tanking any defences he has at all, mid-fight, just to fire an ability that could save his life! Beyond POOR choice!

ambushes teach a skill but eat the life blood of the KHRI causing them to drop off and hence lower the thief's buffs and pretty much render the thief an average joe again.

and the worst problem of all is the lack of support when given thorough and systematically tested numbers OF PROOF!

This situation is Unique NOW is the time to address problems If this goes to live in its current form then (this is pure personal speculation here) I forsee a mass migration in guild population. As thieves will be beyond broken!

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: THIEF 3.1 PRO's and CON's on 12/13/2013 03:59 PM CST
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>KHRI actually teaching the relevant skill is slim to none.

With the recent changes and KHRI MEDITATE, I'm not having any trouble training, and I only use meditate for 10 minutes at the start of my day (from everything at zero).

>KHRI that are harder actually require a hunter to sit down completely tanking any defences he has at all, mid-fight, just to fire an ability that could save his life! Beyond POOR choice!

A player could retreat sit and hide or move to a safe room and sit and then back into combat. Or they could try using delay without sitting, or just not use that khri until they have enough skill to pull it off without delay and without sitting.

Everything needs to have a pull to its push. It's not that sitting and delay are required for the specific khri. It's that using them (sit and delay) makes a thief able to do things beyond what their skills would normally allow.

>ambushes teach a skill but eat the life blood of the KHRI causing them to drop off and hence lower the thief's buffs and pretty much render the thief an average joe again.

All ambush costs got cut in half in the last day and a half.

>and the worst problem of all is the lack of support when given thorough and systematically tested numbers OF PROOF!

We've got basically one guy working on thieves and he's also responsible for a lot of other things for other guilds. He also has a day job, and has actually done a lot of work since 3.1 has been in test for the last 6 and 1/2 days. It would probably be greatly appreciated if players would try their best to exercise some patience. If you feel like you are not being heard in chatter, email your respective gm, but do not mistake a lack of reply or immediate results for being ignored. That would be a mistake.
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Re: THIEF 3.1 PRO's and CON's on 12/13/2013 04:13 PM CST
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sigh... seems even the thieves themselves are happy with their own demise...

This is TEST time folks! Why would you completely ignore the actual testing that someone took the time to crunch the facts for? It is not like I put random theories out there. I got actual IN-Game numbers and displayed them for all to see.

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: THIEF 3.1 PRO's and CON's on 12/13/2013 05:09 PM CST
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<< Why would you completely ignore the actual testing that someone took the time to crunch the facts for? It is not like I put random theories out there.

I think it's mostly because there aren't that many people actively participating in testing but i for one appreciate you putting in the effort to work out those numbers. It is especially good to know how we weigh in compared to other guilds and i found the deviation between us and barbarians pretty alarming. If it indeed is so and I'm sure the GMs are aware of it then.

After reading up on this thread and putting in some more hours myself, i do agree, the rate of learning seems pretty low. Obviously i can't say that my technique was perfect but i only saw good numbers in debilitation when i was ambushing and the grandfathered ranks on debilitation are pretty low compared to others. Couldn't get utility moving at all but that's mainly because there aren't that many good options for combat utility skills -- only had hasten up for a moment there. I tried to throw a few Khri meditates in there but it was pretty awkward to use in combat and i didn't know exactly how often to use it.

There was actually one more thing that was bothering me a bit. If you run multiple khri in a single command and you have a few ones that have not recovered from last use then it still starts the ones that are ready and leaves out the ones that aren't. Since there really is no way to know if you have recovered or not until you try to start then i think it would be better if one fails, then all should fail to start.
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Forums Posting and You on 12/13/2013 05:25 PM CST
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Hello.

If posters can not give the GameMasters feedback without the doom and gloom that continues to come from certain posters, those posters are going to lose their ability to post.

This is Test, this is not going into the playing instance any time "soon". Test things and give CONSTRUCTIVE feedback or go find something else to do.

If you want to have a voice in the upcoming changes, find a way to be constructive or end up being 'that guy' for whom Ignore Author was created.

Reminder: I am the only one required to read all the posts, and I most certainly have nothing to do with game development.

Annwyl
Message Board Supervisor

If you've questions or comments, take it to e-mail by writing me at DR-Annwyl@play.net.
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Re: THIEF 3.1 PRO's and CON's on 12/13/2013 05:47 PM CST
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>I think it's mostly because there aren't that many people actively participating in testing but i for one appreciate you putting in the effort to work out those numbers. It is especially good to know how we weigh in compared to other guilds and i found the deviation between us and barbarians pretty alarming. If it indeed is so and I'm sure the GMs are aware of it then.

After reading up on this thread and putting in some more hours myself, i do agree, the rate of learning seems pretty low. Obviously i can't say that my technique was perfect but i only saw good numbers in debilitation when i was ambushing and the grandfathered ranks on debilitation are pretty low compared to others. Couldn't get utility moving at all but that's mainly because there aren't that many good options for combat utility skills -- only had hasten up for a moment there. I tried to throw a few Khri meditates in there but it was pretty awkward to use in combat and i didn't know exactly how often to use it.

Thank you

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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