Slot Comparison on 11/26/2012 05:34 PM CST
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So I was thinking about our guild, and it occurred to me that with this rewrite, we're the only guild who has to pay for every ability we have with "spell slots."

The equivalent would be paladins having to pay slots for smite, lead, and protect. Rangers paying for tracking with slots. Etc, etc.

This is not a complaint, but I have to ask why this is.



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Re: Slot Comparison on 11/26/2012 05:35 PM CST
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<<<
The equivalent would be paladins having to pay slots for smite, lead, and protect. Rangers paying for tracking with slots. Etc, etc.

This is not a complaint, but I have to ask why this is.
>>>

Awesome point.
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Re: Slot Comparison on 11/26/2012 06:01 PM CST
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Agreed! Kodius, elucidate please?

______
Kertig Heart Magdar Bluefletch, Bit Player of M'Riss
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Re: Slot Comparison on 11/26/2012 06:07 PM CST
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I would guess it's because you don't have to spend spell slots on spells. All of those other abilities are "You get this at X circle" when you move to a more freeform choice for special abilities they need to be slotted somehow.
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Re: Slot Comparison on 11/26/2012 06:37 PM CST
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We have to spend slots on roars, berserks, meditations and forms. Just so we are talking from the same knowledge set.

And really, I think the number of slots we are given is very generous. It would be nice to have a list of all coming abilities and their cost in slots. Oh and if there are prerequisites. I could more intelligently decide how many slots I can spend on roars, berserks, meditations and forms.

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Kertig Heart Magdar Bluefletch, Bit Player of M'Riss
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Re: Slot Comparison on 11/26/2012 06:45 PM CST
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>>And really, I think the number of slots we are given is very generous.

The are for now. They will be at a premium once maneuvers get here. I'm not saying I think it will be bad/unfair. Just sayin'...



~The Prydaen~
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Re: Slot Comparison on 11/26/2012 06:48 PM CST
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Expertise abilities are slot driven?



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Re: Slot Comparison on 11/26/2012 06:52 PM CST
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I thought so. I'll be delighted to learn I'm wrong.



~The Prydaen~
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Re: Slot Comparison on 11/26/2012 06:54 PM CST
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Barbs do still get some non-slot bonuses, right? Like ability to offhand a HE, throwing blade increased rate, etc.?



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Re: Slot Comparison on 11/26/2012 07:02 PM CST
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>>Barbs do still get some non-slot bonuses, right? Like ability to offhand a HE, throwing blade increased rate, etc.?

Last I knew.



~The Prydaen~
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Re: Slot Comparison on 11/26/2012 07:03 PM CST
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>ability to offhand a HE

This one's skillset based. Not really fair to call it a barb ability.
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Re: Slot Comparison on 11/26/2012 08:46 PM CST
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The reason I asked is that it feels like we're magic quarternary. Terts get "free" abilities, plus slots, and we just get slots.

>Barbs do still get some non-slot bonuses, right? Like ability to offhand a HE, throwing blade increased rate, etc.?

That would be a good point if the other terts also didn't get similar stuff, on top of their abilities. Paladins get larger shield upgrades, rangers get shield and bow reductions, enhanced hunt, etc.

It just seems... odd.



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Re: Slot Comparison on 11/26/2012 09:51 PM CST
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>>That would be a good point if the other terts also didn't get similar stuff, on top of their abilities. Paladins get larger shield upgrades, rangers get shield and bow reductions, enhanced hunt, etc.

Paladins get larger shields, you get offhand HE wielding. (will useful someday, I assure you).

Barbarians get no penalty when using small armworn shields with bows.

Barbarians get poach like rangers, without spending a slot.



The only useful ability you are losing is Whilrwind. Choke is a joke - really, who the heck uses this on a regular basis? Why not make it cost 1 slot and be useful?

Warstomp was generally inferior to Roar Anger the Earth due to the huge IF hit. Again, why not make it cost a slot and be useful?

The other maneuvers are enhancements or new abilities entirely. These will be available to other Guilds at the cost of slots for them.





"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Slot Comparison on 11/26/2012 09:55 PM CST
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>why not make it cost a slot and be useful?

The problem with that is that what I hear you saying is "your abilities sucked before, and the only way we're willing to make them useful is to make you pay for them."

So again, why aren't other guilds being required to pay for their abilities, since they're already useful?



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Re: Slot Comparison on 11/26/2012 09:56 PM CST
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<<Barbarians get no penalty when using small armworn shields with bows.>>

I would like to replace 1 word "bows" with the phrase "two-handed weapons". Bows are 2 handed weapons right and most HT's? Why not give this same perk to melee fighters?

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Kertig Heart Magdar Bluefletch, Bit Player of M'Riss
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Re: Slot Comparison on 11/26/2012 09:59 PM CST
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As an aside, can you name a handful of abilities a guild gets in DR 3.0 that aren't spell based, or required for circling (such as communes), and run on a non-skill system?



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Re: Slot Comparison on 11/26/2012 10:06 PM CST
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>>I would like to replace 1 word "bows" with the phrase "two-handed weapons". Bows are 2 handed weapons right and most HT's? Why not give this same perk to melee fighters?

I was referring to loading RT penalties. They still get an offensive penalty when firing a bow with a shield, its just small much like the 2 hander penalty.




"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Slot Comparison on 11/26/2012 10:15 PM CST
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I think communes and WM pathways (and bard screams, for now) are a great example, actually. From these, you would expect that the things that will train expertise are similarly given "for free" at the appropriate circle.
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Re: Slot Comparison on 11/26/2012 10:29 PM CST
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>As an aside, can you name a handful of abilities a guild gets in DR 3.0 that aren't spell based, or required for circling (such as communes), and run on a non-skill system?

Beseeches, tracking, animal companions, lead, protect, predict, summon familiar, aethereal pathways, transferrence, link, shift, evoke, voice throws, plus some others I probably am forgetting.

All active abilities that are free.

I leave out the thief stuff because it's likely to be converted to a similar system, and the traders because... they already have enough problems.

>required for circling

Considering that our expertise abilities are slated to cost slots, I'm not leaving those out.



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Re: Slot Comparison on 11/26/2012 11:21 PM CST
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>>tracking

Scouting

>>predict

Astrology

>>transferrence link, shift

Empathy

>>voice throws,

Stealth (old hiding).

Try again? And that's just the ones I know. There are others I think run off skills, but I'm not positive.


TG, TG, GL, et al.

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Re: Slot Comparison on 11/26/2012 11:37 PM CST
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>There are others I think run off skills, but I'm not positive.

Why does it matter?



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Re: Slot Comparison on 11/26/2012 11:48 PM CST
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>>Try again? And that's just the ones I know. There are others I think run off skills, but I'm not positive.

Not that I agree with the premise, but the argument isn't that they're not skill driven, but that they're innate guild abilities that don't require spell slots to use.



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Re: Slot Comparison on 11/27/2012 12:42 AM CST
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Part of the problem is Barbarian abilities tend to be combat-facing, and anything that makes you better at combat and is free tends to quickly unbalance things - especially when you have 45-some abilities, 30 of which are combat-boosting already.

I am open for suggestions on other types of things the Guild might be good at.




"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Slot Comparison on 11/27/2012 01:51 AM CST
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>I am open for suggestions on other types of things the Guild might be good at.

Gimmie a Forging booster. You know you want to.

I'd love to see an ability that would allow us to temporarily fix weapons and armor, then renders them useless after. Jurry rigging them but it ends up making them break.

I want an ability to boot shadowlings/familiars/etc.

Reduction in penalties for using improvised items as brawling/throwing weapons, and throwing melee weapons.

I'd like to see the warpaint stamps come back in force. Nothing like beating someone then stamping them.

An ability that lets you automatically yank out an arrow or weapon if you're at melee when it lodges. Toggleable for those who want to let it stay in and damage.

The ability to kick a lodged weapon/ammo to do extra damage (may damage it).

Ability to shield bash when it's arm worn.

Uh....



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Re: Slot Comparison on 11/27/2012 03:52 AM CST
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<<or required for circling (such as communes), and run on a non-skill system?>>

<<Beseeches, tracking, animal companions, lead, protect, predict, summon familiar, aethereal pathways, transferrence, link, shift, evoke, voice throws, plus some others I probably am forgetting.>>

summon familiar is now based on your summoning skill- summoning is required for circle for WM. Larger familiars take more summoning to pull off. Aethereal pathways are basically how summoning is trained now, and are dependent on summoning skill.


shift is quite based on skill - empathy, scholarship, right now mech lore til that comes out of the equation. An empath who first does the quest at 30th <or 20th platside> certainly cannot do all the shifts possible.



voice throw for bards is now based on performance rather than vocals for bards. For thieves its still circle based, but they have to be taught by a bard.




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>
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Re: Slot Comparison on 11/27/2012 04:52 AM CST
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I fail to see why skill-based skills should be treated any differently.



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Re: Slot Comparison on 11/27/2012 05:58 AM CST
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>>Why does it matter?

Because you listed them in response to this, when they do run off of skills?

>>As an aside, can you name a handful of abilities a guild gets in DR 3.0 that aren't spell based, or required for circling (such as communes), and run on a non-skill system?


TG, TG, GL, et al.

"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors."
-Raesh
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Re: Slot Comparison on 11/27/2012 05:59 AM CST
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>>I fail to see why skill-based skills should be treated any differently.

Because mary-sueism is boring? Not everything should be exactly the same.


TG, TG, GL, et al.

"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors."
-Raesh
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Re: Slot Comparison on 11/27/2012 07:25 AM CST
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I put the skill based system qualifier in there because most of the 'extra stuff' you're mentioning is specifically required to train the guild skill. Tracking, summoning, empathy, theurgy, all of the stuff you mentioned goes back to training guild required specific skills.



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Re: Slot Comparison on 11/27/2012 08:32 AM CST
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>>Part of the problem is Barbarian abilities tend to be combat-facing, and anything that makes you better at combat and is free tends to quickly unbalance things -especially when you have 45-some abilities, 30 of which are combat-boosting already.

>>I am open for suggestions on other types of things the Guild might be good at.

Kodius would you consider making the meditations flame and power for free? Those don't add any combat prowess and seem more like a useability features for an FE than anything else? (unless I am missing something?)

Codiax.
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Re: Slot Comparison on 11/27/2012 08:59 AM CST
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<<<Kodius would you consider making the meditations flame and power for free? Those don't add any combat prowess and seem more like a useability features for an FE than anything else? (unless I am missing something?)>%


I like this suggestion a lot.
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Re: Slot Comparison on 11/27/2012 10:21 AM CST
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Especially considering the free pass Warmies get on Elementalism, Moonies get on FM, etc.
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Re: Slot Comparison on 11/27/2012 10:26 AM CST
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By Free I didn't just mean "not use a slot" They should just be free when you "join barb guild" IMO. No IF usage etc.

Alls they do is let you look at your IF pool and what abilities are active? Isn't that free for everyone else or do other guilds have to use their ability pool to check what abilities they currently have up and how much pool they have left?

Codiax.
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Re: Slot Comparison on 11/27/2012 10:32 AM CST
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>No IF usage etc.

Do they currently train? If they train IF skill, you're not going to have them cost nothing to use.
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Re: Slot Comparison on 11/27/2012 11:05 AM CST
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>>Do they currently train? If they train IF skill, you're not going to have them cost nothing to use.

I would rather them not be a form at all. Obviously they shouldn't train.

I want them to be a basic command, like typing health.

Codiax.
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Re: Slot Comparison on 11/27/2012 11:55 AM CST
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I'm with you there. Being able to check IF levels should be as accessible to barbs as mana and concentration are to every other guild.



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Re: Slot Comparison on 11/27/2012 11:57 AM CST
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>>They should just be free when you "join barb guild" IMO. No IF usage etc.

Not a barb, never been a barb, but it struck me as odd when I read through your abilities list and realized you'll have to spend a slot on what is essentially PERCEIVE or EXHALE SOULSTONE. Didn't bring it up because I supposed I was just missing something and you all were fine with it.

So... yeah. Non-barb vote in favor of letting you guys get that as a 0-slot.
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Re: Slot Comparison on 11/27/2012 12:57 PM CST
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<<Do they currently train? If they train IF skill, you're not going to have them cost nothing to use.>>

Im pretty sure they dont train. Gladly would take training off the table if they do and get them for free. Also wouldnt mind seeing them combined into one meditate.
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Re: Slot Comparison on 11/27/2012 01:02 PM CST
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Paladins cant even shield bash with an arm worn shield. While I wouldnt want to cry 'mine' first, I suspect we would get that ability before anyone else..
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Re: Slot Comparison on 11/27/2012 03:23 PM CST
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Sounds like somethings barbs and paladins could share, or could have different variations of. Maybe the Paladin variety has a high chance to stun and knock-down while a Barb caused some sort of DoT or paary/evade/shield debuff?

And tack me up for in favor of skill-orieted slotless feats, said shieldbash, for instance.

As for the choke maneuver, I had a character that used it constantly just as it was. Used to tackle critters from pole and break necks. Ended up choking someone out in pvp once too. Only used weapons at all because they were required to circle. That was back in the days of brawling mode though.

--Wryhk

1st grade tl;dr version:

Numbers didn't change. Words changed. Words don't matter. Numbers all that matters.

--GRIM45
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