<<Magic resistance will no longer negatively impact Inner Fire. All that particular feature was accomplishing was creating angst on all sides of the situation.
I am pretty sure most will not agree with this BUT...I think this choice is just wrong in so many ways, the whole reason we have MR is because our IF allows it, to not take a hit to IF for resisting a spell makes zero sense to me, it is kind of like, rewriting what Barbarians are, how we work in the world and why.
An unpopular POV on 01/23/2008 08:23 PM CST
Re: An unpopular POV on 01/23/2008 08:34 PM CST
<<I am pretty sure most will not agree with this BUT...I think this choice is just wrong in so many ways, the whole reason we have MR is because our IF allows it, to not take a hit to IF for resisting a spell makes zero sense to me, it is kind of like, rewriting what Barbarians are, how we work in the world and why.>>
Your IF was doing nothing to resist magic at that point when the calculations were made. The only purpose the IF hit served was to penalize you for being beat up on by a finger waggler. At high levels if that finger waggler overcame your MR then your IF was completely tanked and you could do nothing.
The issue is simple .. how many guild ability pools (soul, bard mojo, thief confidence) are reduced by anyone other than the player? Only IF! So it's a double whammy. You lose IF when you use your abilities. You lose IF when someone randomly decides to cast a spell. It was just not fair.
You can work with us to find solutions or you can knock us. If I had been fully aware of the significant IF hit before now, it will have been taken care of long ago. Two players brought it to my attention this weekend and this is the result. It doesn't matter how you cut it -- we're moving forward, not backward.
When we fix MR it may come back but not until then.
Thanks.
-Ssra
"Over thinking, over analyzing separates the body from the mind."
Your IF was doing nothing to resist magic at that point when the calculations were made. The only purpose the IF hit served was to penalize you for being beat up on by a finger waggler. At high levels if that finger waggler overcame your MR then your IF was completely tanked and you could do nothing.
The issue is simple .. how many guild ability pools (soul, bard mojo, thief confidence) are reduced by anyone other than the player? Only IF! So it's a double whammy. You lose IF when you use your abilities. You lose IF when someone randomly decides to cast a spell. It was just not fair.
You can work with us to find solutions or you can knock us. If I had been fully aware of the significant IF hit before now, it will have been taken care of long ago. Two players brought it to my attention this weekend and this is the result. It doesn't matter how you cut it -- we're moving forward, not backward.
When we fix MR it may come back but not until then.
Thanks.
-Ssra
"Over thinking, over analyzing separates the body from the mind."
Re: An unpopular POV on 01/23/2008 08:48 PM CST
Re: An unpopular POV on 01/23/2008 09:08 PM CST
If you like the change .. hate the change ... offer something we can work together on.
If you think the IF hit should stay .. why do you feel that way?
If you think the IF should go away .. why should it stay gone?
You know your character better than anyone else on this board. If you were making the change what would you do and why.
Thanks.
-Ssra
"Over thinking, over analyzing separates the body from the mind."
If you think the IF hit should stay .. why do you feel that way?
If you think the IF should go away .. why should it stay gone?
You know your character better than anyone else on this board. If you were making the change what would you do and why.
Thanks.
-Ssra
"Over thinking, over analyzing separates the body from the mind."
Re: An unpopular POV on 01/23/2008 09:23 PM CST
<<If you think the IF hit should stay .. why do you feel that way?
I think that the thing to do would be to cap the amount of IF that can be lost due to a single cast. The fact that a Mental Blast or Lightning Bolt that completely beats my BMR can knock me down from "a brilliant aura of pristine quality burning outward at twice your height." to "a brilliant aura of beautiful flames extending nearly twice your height above your body." doesn't really bother me, but three or four casts of Earth Sense completely wiping it out is really kind of excessive.
Maybe capping the loss at 1 or 1.5 message levels of reduction would work - by message levels I mean the different messages on http://phiiskeep.homestead.com/InnerFire.html, I'm assuming those messages are ranges like encumbrance/weapon appraisal/etc and that "a brilliant aura of flames that extends over your height again above you." could be something like 65-70.
******************
SEND[Lirrak] I've got permaconsent on you and Im gonna find you now
******************
I think that the thing to do would be to cap the amount of IF that can be lost due to a single cast. The fact that a Mental Blast or Lightning Bolt that completely beats my BMR can knock me down from "a brilliant aura of pristine quality burning outward at twice your height." to "a brilliant aura of beautiful flames extending nearly twice your height above your body." doesn't really bother me, but three or four casts of Earth Sense completely wiping it out is really kind of excessive.
Maybe capping the loss at 1 or 1.5 message levels of reduction would work - by message levels I mean the different messages on http://phiiskeep.homestead.com/InnerFire.html, I'm assuming those messages are ranges like encumbrance/weapon appraisal/etc and that "a brilliant aura of flames that extends over your height again above you." could be something like 65-70.
******************
SEND[Lirrak] I've got permaconsent on you and Im gonna find you now
******************
Re: An unpopular POV on 01/23/2008 09:27 PM CST
>>You know your character better than anyone else on this board. If you were making the change what would you do and why.
To my mind, this comes down to a very simple game design decision: Are barbarians supposed to be a solo profession or not?
If so, then they should receive an IF hit, since it is a good prompt to avoid others, particularly mages.
If not, then the IF hit should stay gone, since it serves no useful function in group situations, and is, in fact, detrimental to them.
I believe the reason it was originally put into place was essentially as a 'role-playing consistency' factor. I never thought it should be that way, playability and design must come before plot elements.
My preference is definitely in the 'not' camp. I enjoy being around the friends I've made over the years, and I'd really love to be able to have mutually beneficial group hunts with them.
For the same reason, I'd also like to see BMR affecting area effect spells cast by members of the barb's group put to an end. It may not make sense for the present magic theory continuity, but it makes sense from a game design perspective (assuming the decision is made that barbs shouldn't be a solo guild).
I know the GMs have mentioned recently that they're working toward making DR more group friendly, and it's raised my spirits substantially. I really hope you folks can work out a way to bring the big mama of group hunting obstructions, the experience system, into line.
-Nick
Putting the Romance back in Necromancer.
Necromancy: Because every man lives, not every man really dies.
To my mind, this comes down to a very simple game design decision: Are barbarians supposed to be a solo profession or not?
If so, then they should receive an IF hit, since it is a good prompt to avoid others, particularly mages.
If not, then the IF hit should stay gone, since it serves no useful function in group situations, and is, in fact, detrimental to them.
I believe the reason it was originally put into place was essentially as a 'role-playing consistency' factor. I never thought it should be that way, playability and design must come before plot elements.
My preference is definitely in the 'not' camp. I enjoy being around the friends I've made over the years, and I'd really love to be able to have mutually beneficial group hunts with them.
For the same reason, I'd also like to see BMR affecting area effect spells cast by members of the barb's group put to an end. It may not make sense for the present magic theory continuity, but it makes sense from a game design perspective (assuming the decision is made that barbs shouldn't be a solo guild).
I know the GMs have mentioned recently that they're working toward making DR more group friendly, and it's raised my spirits substantially. I really hope you folks can work out a way to bring the big mama of group hunting obstructions, the experience system, into line.
-Nick
Putting the Romance back in Necromancer.
Necromancy: Because every man lives, not every man really dies.
Re: An unpopular POV on 01/23/2008 09:47 PM CST
I think IF hits should continue. I like the mechanics, i just think how much taken away should really be looked at. Before any changes you've done, you could sit in a room for a while getting casted on, and come out with (WHILE HUNTING AND GAINING FIRE) days with zero inner fire.
______________________________________________
You throw your juggling pins precisely at Captain Tevel's chest, hitting it with a decent strike that explodes the chest in a shower of blood and splintered ribs.
[Roundtime 1 sec.]
The Captain Tevel is already very dead.
______________________________________________
You throw your juggling pins precisely at Captain Tevel's chest, hitting it with a decent strike that explodes the chest in a shower of blood and splintered ribs.
[Roundtime 1 sec.]
The Captain Tevel is already very dead.
Re: An unpopular POV on 01/23/2008 11:33 PM CST
Re: An unpopular POV on 01/24/2008 12:19 AM CST
I gotta say I was thinking about suggesting the removal of IF hits myself.
MR issues aside, it simply doesn't make sense to me that a mage selecting the right spell can tank a Barbarian's IF. Like Ssra said, this doesn't happen with any other pool and it is largely a one-way street because Barbarians could never damage mana pools.
If anyone is interested in coding a Barb ability to make it a two-way street (IF damages mana, mana damages IF) then I'd be for the return of IF hits. Otherwise I think it should just stay out.
*******
Because it's a gigantic can of worms. Eldritch, necrotic, squamous worms, writhing in a vile stew of coagulating ichor, crushed from the living gullets of a thousand infant puppies, ululating in wordless terror.
MR issues aside, it simply doesn't make sense to me that a mage selecting the right spell can tank a Barbarian's IF. Like Ssra said, this doesn't happen with any other pool and it is largely a one-way street because Barbarians could never damage mana pools.
If anyone is interested in coding a Barb ability to make it a two-way street (IF damages mana, mana damages IF) then I'd be for the return of IF hits. Otherwise I think it should just stay out.
*******
Because it's a gigantic can of worms. Eldritch, necrotic, squamous worms, writhing in a vile stew of coagulating ichor, crushed from the living gullets of a thousand infant puppies, ululating in wordless terror.
Re: An unpopular POV on 01/24/2008 01:42 AM CST
The only problem I have with the removal of IF hits permanently is that barbs will be having their friends buff them magically before/during combat. This just seems... wrong to me for a guild so against the use of magic.
A compromise that would be satisfying (for me) would be to remove the IF hits for AoE beneficial spells. Annoying a barbarian with zephyr just seems silly. Direct target beneficial spells and all harmful spells should still cause some IF hits. Drastic enough to keep a barbarian from having a friend magically buff them but not the ridiculous amounts we used to see. It should also not be able to lower a barbarian's IF below a certain value. Say half.
Add in the ability for members of the barbarian's group to give the barbarian small boosts to his/her IF by killing things with weapons (shouldn't be any boost for magic kills). I think this would go a long way to help out group combat while still keeping things balanced.
Any thoughts?
- Player of Foresee
"Since your character is a unique snowflake, I will not attempt to create a measure for his own, personal angst." - DR-Armifer
A compromise that would be satisfying (for me) would be to remove the IF hits for AoE beneficial spells. Annoying a barbarian with zephyr just seems silly. Direct target beneficial spells and all harmful spells should still cause some IF hits. Drastic enough to keep a barbarian from having a friend magically buff them but not the ridiculous amounts we used to see. It should also not be able to lower a barbarian's IF below a certain value. Say half.
Add in the ability for members of the barbarian's group to give the barbarian small boosts to his/her IF by killing things with weapons (shouldn't be any boost for magic kills). I think this would go a long way to help out group combat while still keeping things balanced.
Any thoughts?
- Player of Foresee
"Since your character is a unique snowflake, I will not attempt to create a measure for his own, personal angst." - DR-Armifer
Re: An unpopular POV on 01/24/2008 02:08 AM CST
> The only problem I have with the removal of IF hits permanently is that barbs will be having their friends buff them magically before/during combat. This just seems... wrong to me for a guild so against the use of magic.
There are other ways to approach penalties for allowing magic to be placed on them besides hitting IF. Believe me, this aspect occurred to me, but in the end two factors outweigh it in my mind -- it causes a lot of problems and friction with other players, and as Ssra said, it makes IF the only special ability source that can be reduced by others, which is grossly unfair to barbarians.
While it's possible that we may restore IF hits once we have a chance to redo MR, I'd honestly prefer we look at other ways to discourage barbarians from using magic. The IF hits were, for the most part, a lose-lose situation for both the barbarians and everyone else around them. If we do put them back in, it'll be once we have the numbers in a range where we can make them more reasonable. Some of the hits that were being taken were extreme, to say the least.
- GM Dartenian
"So he buckled right in with a trace of a grin
On his face. If he worried, he hid it.
He started to sing as he tackled that thing
That couldn't be done and he did it."
- Edgar Guest
There are other ways to approach penalties for allowing magic to be placed on them besides hitting IF. Believe me, this aspect occurred to me, but in the end two factors outweigh it in my mind -- it causes a lot of problems and friction with other players, and as Ssra said, it makes IF the only special ability source that can be reduced by others, which is grossly unfair to barbarians.
While it's possible that we may restore IF hits once we have a chance to redo MR, I'd honestly prefer we look at other ways to discourage barbarians from using magic. The IF hits were, for the most part, a lose-lose situation for both the barbarians and everyone else around them. If we do put them back in, it'll be once we have the numbers in a range where we can make them more reasonable. Some of the hits that were being taken were extreme, to say the least.
- GM Dartenian
"So he buckled right in with a trace of a grin
On his face. If he worried, he hid it.
He started to sing as he tackled that thing
That couldn't be done and he did it."
- Edgar Guest
Re: An unpopular POV on 01/24/2008 03:58 AM CST
I like not taking an inner fire hit. Two suggestions.
You could use demeanor to determine if someone was alowed to cast on you without taking an inner fire hit.
I would like to see the ability (through a meditation?) to internalize our inner fire. This would reduce our BMR and increase the power and duration of dances and berserks for a short period of time.
______
Kertig Heart Magdar Bluefletch, Legendary Barbarian of M'Riss
You could use demeanor to determine if someone was alowed to cast on you without taking an inner fire hit.
I would like to see the ability (through a meditation?) to internalize our inner fire. This would reduce our BMR and increase the power and duration of dances and berserks for a short period of time.
______
Kertig Heart Magdar Bluefletch, Legendary Barbarian of M'Riss
Re: An unpopular POV on 01/24/2008 04:59 AM CST
<<You can work with us to find solutions or you can knock us. If I had been fully aware of the significant IF hit before now, it will have been taken care of long ago. Two players brought it to my attention this weekend and this is the result. It doesn't matter how you cut it -- we're moving forward, not backward.
All I can say here is, wow... It was my POV, an opinion, nothing more nothing less...just, wow.
All I can say here is, wow... It was my POV, an opinion, nothing more nothing less...just, wow.
Re: An unpopular POV on 01/24/2008 05:14 AM CST
I would not want to see the removal of IF hits to be a reason for a reduction in the strength of BMR. If the choice is weaker BMR or no IF hits, I would choose IF hits.
I don't think that the removal of IF hits for beneficial spells cast on a Barbarian would be a good thing. IF hits for those spells should remain, and should be significant IMO.
Other IF hits for area spells and such should at a minimum be reduced to a small amount. The amount can be lowered so that the natural regeneration of IF will make it a truly temporary effect.
The IF hit does serve to let a barbarian know when their BMR has been overwhelmed, and to alert them to spellcasting that they were subject to. Whether a barbarian should be completely unaware of spells or acutely aware of his/her self being affected by spells is a judgment call, I personally think the latter is better.
There are situations in which a barbarian may need to have a spell buff cast on them, but they are few and far between and the IF hit shouldn't be eliminated because of those situations. Times I can recall were occasionally during a war and once or twice on a quest.
~Bractos
I don't think that the removal of IF hits for beneficial spells cast on a Barbarian would be a good thing. IF hits for those spells should remain, and should be significant IMO.
Other IF hits for area spells and such should at a minimum be reduced to a small amount. The amount can be lowered so that the natural regeneration of IF will make it a truly temporary effect.
The IF hit does serve to let a barbarian know when their BMR has been overwhelmed, and to alert them to spellcasting that they were subject to. Whether a barbarian should be completely unaware of spells or acutely aware of his/her self being affected by spells is a judgment call, I personally think the latter is better.
There are situations in which a barbarian may need to have a spell buff cast on them, but they are few and far between and the IF hit shouldn't be eliminated because of those situations. Times I can recall were occasionally during a war and once or twice on a quest.
~Bractos
Re: An unpopular POV on 01/24/2008 05:33 AM CST
<<I would not want to see the removal of IF hits to be a reason for a reduction in the strength of BMR. If the choice is weaker BMR or no IF hits, I would choose IF hits.>>
Right now we're thinking about some form of passive "barrier" ability (like a barrier spell, but natural ability) granted to all NMUs. As this barrier is attacked it becomes weaker and weaker. Eventually it will be gone and will take time to regenerate. Barbarians will be bonused by their IF level. We can then augment the "anti-mage" roars with an additional bonus layer. I'd like to hear feedback on thIS approach. We're not sure if it's feasible at this time.
In regard to the overall potency of BMR. At high levels it's impossible to overcome BMR. At low levels it's a real lemon. It just doesn't scale well at all. I can't promise it will won't take a nerf, especially at high levels, but I give you my word I want it to be a useful ability and something that is the envy of all other guilds.
<<I don't think that the removal of IF hits for beneficial spells cast on a Barbarian would be a good thing. IF hits for those spells should remain, and should be significant IMO.>>
I am concerned, as previously stated, that another player dictates to you what your IF level will be. One cast of Earth Meld can completely take away a Barbarians IF (as things stand currently). That is a concern. Even capping the IF drain would not address snap casts, multiple area effects going off at once, etc.
<<Other IF hits for area spells and such should at a minimum be reduced to a small amount. The amount can be lowered so that the natural regeneration of IF will make it a truly temporary effect.>>
That may be one route to take. Regeneration of IF will vary widely based on the circumstance. A Barbarian in a tournament won't regenerate IF from being in combat. A Barbarian slaying invasion creatures will regain IF.
<<The IF hit does serve to let a barbarian know when their BMR has been overwhelmed, and to alert them to spellcasting that they were subject to. Whether a barbarian should be completely unaware of spells or acutely aware of his/her self being affected by spells is a judgment call, I personally think the latter is better.>>
OK.
<<There are situations in which a barbarian may need to have a spell buff cast on them, but they are few and far between and the IF hit shouldn't be eliminated because of those situations. Times I can recall were occasionally during a war and once or twice on a quest.>>
I agree. It's a "have your cake and eat it too" type thing. If you want a strong MR then expect significant drawbacks and little access to the magic system. I'm just not convinced that hitting IF should be the drawback.
-Ssra
"Over thinking, over analyzing separates the body from the mind."
Right now we're thinking about some form of passive "barrier" ability (like a barrier spell, but natural ability) granted to all NMUs. As this barrier is attacked it becomes weaker and weaker. Eventually it will be gone and will take time to regenerate. Barbarians will be bonused by their IF level. We can then augment the "anti-mage" roars with an additional bonus layer. I'd like to hear feedback on thIS approach. We're not sure if it's feasible at this time.
In regard to the overall potency of BMR. At high levels it's impossible to overcome BMR. At low levels it's a real lemon. It just doesn't scale well at all. I can't promise it will won't take a nerf, especially at high levels, but I give you my word I want it to be a useful ability and something that is the envy of all other guilds.
<<I don't think that the removal of IF hits for beneficial spells cast on a Barbarian would be a good thing. IF hits for those spells should remain, and should be significant IMO.>>
I am concerned, as previously stated, that another player dictates to you what your IF level will be. One cast of Earth Meld can completely take away a Barbarians IF (as things stand currently). That is a concern. Even capping the IF drain would not address snap casts, multiple area effects going off at once, etc.
<<Other IF hits for area spells and such should at a minimum be reduced to a small amount. The amount can be lowered so that the natural regeneration of IF will make it a truly temporary effect.>>
That may be one route to take. Regeneration of IF will vary widely based on the circumstance. A Barbarian in a tournament won't regenerate IF from being in combat. A Barbarian slaying invasion creatures will regain IF.
<<The IF hit does serve to let a barbarian know when their BMR has been overwhelmed, and to alert them to spellcasting that they were subject to. Whether a barbarian should be completely unaware of spells or acutely aware of his/her self being affected by spells is a judgment call, I personally think the latter is better.>>
OK.
<<There are situations in which a barbarian may need to have a spell buff cast on them, but they are few and far between and the IF hit shouldn't be eliminated because of those situations. Times I can recall were occasionally during a war and once or twice on a quest.>>
I agree. It's a "have your cake and eat it too" type thing. If you want a strong MR then expect significant drawbacks and little access to the magic system. I'm just not convinced that hitting IF should be the drawback.
-Ssra
"Over thinking, over analyzing separates the body from the mind."
Re: An unpopular POV on 01/24/2008 05:38 AM CST
<<Not sure why anyone would want inner fire hits.Stops all from working together in invasions and such.>>
Because people have it pounded into them from years and years of hearing magic theory. Basically the story that someone made up of why IF and magic don't jive.
Me personally, I believe what Ssra said is true, it is a double wammy on us. why should any magic user be able to cast any of their spells on us just to kill our own abilities. They shouldn't. Unless of course you fix magic bane and that other one to completely destroy a mages mana.
Because people have it pounded into them from years and years of hearing magic theory. Basically the story that someone made up of why IF and magic don't jive.
Me personally, I believe what Ssra said is true, it is a double wammy on us. why should any magic user be able to cast any of their spells on us just to kill our own abilities. They shouldn't. Unless of course you fix magic bane and that other one to completely destroy a mages mana.
Re: An unpopular POV on 01/24/2008 05:44 AM CST
<<A compromise that would be satisfying (for me) would be to remove the IF hits for AoE beneficial spells. Annoying a barbarian with zephyr just seems silly. Direct target beneficial spells and all harmful spells should still cause some IF hits. Drastic enough to keep a barbarian from having a friend magically buff them but not the ridiculous amounts we used to see. It should also not be able to lower a barbarian's IF below a certain value. Say half.>>
I think that is a pretty good compromise. I still want to have consent on someone that casts anything on me. :)
I think that is a pretty good compromise. I still want to have consent on someone that casts anything on me. :)
Re: An unpopular POV on 01/24/2008 07:04 AM CST
>>Right now we're thinking about some form of passive "barrier" ability (like a barrier spell, but natural ability) granted to all NMUs. As this barrier is attacked it becomes weaker and weaker. Eventually it will be gone and will take time to regenerate. Barbarians will be bonused by their IF level. We can then augment the "anti-mage" roars with an additional bonus layer. I'd like to hear feedback on thIS approach. We're not sure if it's feasible at this time.
I don't really like the idea of BMR somehow being "depleted." As long as IF is present, BMR should be present also. That has, at least, been the idea so far.
I will try and brainstorm some constructive suggestions after work.
*******
Because it's a gigantic can of worms. Eldritch, necrotic, squamous worms, writhing in a vile stew of coagulating ichor, crushed from the living gullets of a thousand infant puppies, ululating in wordless terror.
I don't really like the idea of BMR somehow being "depleted." As long as IF is present, BMR should be present also. That has, at least, been the idea so far.
I will try and brainstorm some constructive suggestions after work.
*******
Because it's a gigantic can of worms. Eldritch, necrotic, squamous worms, writhing in a vile stew of coagulating ichor, crushed from the living gullets of a thousand infant puppies, ululating in wordless terror.
Re: An unpopular POV on 01/24/2008 07:09 AM CST
>Barb IF and booster spells
I want to know if this was really a problem? I posted about 6 months ago where I cast my full line-up of boosting spells on a barb and he still have the max IF possible after the test. Furthermore the barb I rolled in plat would constantly ask the paladins he was hunting with to cast courage, not once did he suffer a hit and the duration was always the same as the paladin's duration.
I have no experience with barbs and negative spell IF hits, so I won't comment on that, but seriously, barbs weren't taking IF hits for booster spells (at least ranger ones and courage) before this change, so I don't see what the big deal is.
~Hanryu Ves'Shomis
Sword of House Calibanor, Ambassador of the Ilithi Court, Emerald Knight, Keeper of the CEC, ... still a Ranger
http://www.kynevon.info/CombatEquipmentCompendium.xls
I want to know if this was really a problem? I posted about 6 months ago where I cast my full line-up of boosting spells on a barb and he still have the max IF possible after the test. Furthermore the barb I rolled in plat would constantly ask the paladins he was hunting with to cast courage, not once did he suffer a hit and the duration was always the same as the paladin's duration.
I have no experience with barbs and negative spell IF hits, so I won't comment on that, but seriously, barbs weren't taking IF hits for booster spells (at least ranger ones and courage) before this change, so I don't see what the big deal is.
~Hanryu Ves'Shomis
Sword of House Calibanor, Ambassador of the Ilithi Court, Emerald Knight, Keeper of the CEC, ... still a Ranger
http://www.kynevon.info/CombatEquipmentCompendium.xls
Re: An unpopular POV on 01/24/2008 07:09 AM CST
Pondering this BMR a bit more, I think we should take a hit for positive spells cast on us by members of our group and no hit for anything else.
If there is a buff that is not magical and can be 'cast' on us, it would go around BMR. Are the working of the gods magic or simply a blessing?
______
Kertig Heart Magdar Bluefletch, Legendary Barbarian of M'Riss
If there is a buff that is not magical and can be 'cast' on us, it would go around BMR. Are the working of the gods magic or simply a blessing?
______
Kertig Heart Magdar Bluefletch, Legendary Barbarian of M'Riss
Re: An unpopular POV on 01/24/2008 07:10 AM CST
Re: An unpopular POV on 01/24/2008 07:36 AM CST
<<I have no experience with barbs and negative spell IF hits, so I won't comment on that, but seriously, barbs weren't taking IF hits for booster spells (at least ranger ones and courage) before this change, so I don't see what the big deal is.>>
I think it's kind of funky how it works.....I think Galren or JMF or someone mentioned this in a previous thread somewhere but it was something like this.
Mage casts on Barb.
Resisted - No IF hit
Partially resisted - IF hit
Not resisted at all - No IF hit
I am not sure if that is correct or not as I just guessed, but the point is, IF hits don't happen all the time.
I think it's kind of funky how it works.....I think Galren or JMF or someone mentioned this in a previous thread somewhere but it was something like this.
Mage casts on Barb.
Resisted - No IF hit
Partially resisted - IF hit
Not resisted at all - No IF hit
I am not sure if that is correct or not as I just guessed, but the point is, IF hits don't happen all the time.
Re: An unpopular POV on 01/24/2008 08:16 AM CST
>>Right now we're thinking about some form of passive "barrier" ability (like a barrier spell, but natural ability) granted to all NMUs. As this barrier is attacked it becomes weaker and weaker.<<
This is an interesting approach. A couple of questions come to mind (just about how you're conceptualizing it, not whether these will be the final specifics).
Do you imagine that all MUs will have the same MR, and BMR will just be a linear shift up from that depending on IF level?
What kind of MR will spell contests be callibrated to deal with? Or will they be fair contests that assume no MR?
- Mazrian
This is an interesting approach. A couple of questions come to mind (just about how you're conceptualizing it, not whether these will be the final specifics).
Do you imagine that all MUs will have the same MR, and BMR will just be a linear shift up from that depending on IF level?
What kind of MR will spell contests be callibrated to deal with? Or will they be fair contests that assume no MR?
- Mazrian
Re: An unpopular POV on 01/24/2008 08:25 AM CST
>>Do you imagine that all MUs will have the same MR, and BMR will just be a linear shift up from that depending on IF level?
Why would BMR be a linear shift up from MU resistance? mages have no resistance. They routinely siphon mana into their persons.
Is MU here supposed to be NMU? If that is the case, I believe that is the idea (e.g. Barbs with no IF will have the same resistance as Thieves).
*******
Because it's a gigantic can of worms. Eldritch, necrotic, squamous worms, writhing in a vile stew of coagulating ichor, crushed from the living gullets of a thousand infant puppies, ululating in wordless terror.
Why would BMR be a linear shift up from MU resistance? mages have no resistance. They routinely siphon mana into their persons.
Is MU here supposed to be NMU? If that is the case, I believe that is the idea (e.g. Barbs with no IF will have the same resistance as Thieves).
*******
Because it's a gigantic can of worms. Eldritch, necrotic, squamous worms, writhing in a vile stew of coagulating ichor, crushed from the living gullets of a thousand infant puppies, ululating in wordless terror.
Re: An unpopular POV on 01/24/2008 08:28 AM CST
Re: An unpopular POV on 01/24/2008 08:50 AM CST
Re: An unpopular POV on 01/24/2008 08:55 AM CST
<<Do you imagine that all NMUs will have the same MR, and BMR will just be a linear shift up from that depending on IF level?>>
Yes, a base MR for all NMUs. Not sure it would be a linear shift for Barbarians. Linear functions tend to get out of hand. It would be a shift up based on IF level.
<<What kind of MR will spell contests be callibrated to deal with? Or will they be fair contests that assume no MR?>>
There will be no calibration. It's against the flow of mana in its entirety. NMU MR won't care what type of spell it is. It will try to stop it.
Just to clarify ... my use of the word "barrier" was only to provide you an understandable example. It will not literally be a barrier spell.
-Ssra
"Over thinking, over analyzing separates the body from the mind."
Yes, a base MR for all NMUs. Not sure it would be a linear shift for Barbarians. Linear functions tend to get out of hand. It would be a shift up based on IF level.
<<What kind of MR will spell contests be callibrated to deal with? Or will they be fair contests that assume no MR?>>
There will be no calibration. It's against the flow of mana in its entirety. NMU MR won't care what type of spell it is. It will try to stop it.
Just to clarify ... my use of the word "barrier" was only to provide you an understandable example. It will not literally be a barrier spell.
-Ssra
"Over thinking, over analyzing separates the body from the mind."
Re: An unpopular POV on 01/24/2008 09:14 AM CST
I think a good precedent for a possible BMR/IF relationship would be Paladin soul pool/state. If draw on your soul pool after it's empty you start to take soul hits. In the case of BMR your IF level would stay the same until you have no more BMR, in which case IF would start to get hit.
~Thilan
~Thilan
Re: An unpopular POV on 01/24/2008 01:44 PM CST
> I don't really like the idea of BMR somehow being "depleted."
Here's the issue: How do you make base magic resistance (for the other NMUs and non-magical critters) effective enough to be worth having, while still allowing room for BMR to be significantly better but not unbeatable?
That's one of the primary reasons the current system doesn't work very well. Magic gets in an arm's race with BMR, leaving base MR completely worthless. In addition, current BMR can and does hit a point of full immunity, first with benefical spells and eventually attacks as well.
One of the most straightforward ways to do this is to make it so as MR takes a beating, it goes down. This lets us get away with making MR more effective because there's a way to whittle it down to manageable levels, but that requires the mage to invest time and power to do so. In the end it becomes a question of which runs out first; the mana or the resistance.
Active bonuses to MR through roars, dances, or zerks also let us get away with a lot higher MR since they would be temporary. We can do things with short-term active boosts that we simply can't with passive ones. As far as anti-mage things go, sure, we can do that, but you've seen how well they work, and there's this thing called "global caps" that have to be applied to debuffs. We really can't make the anti-mage roars much more effective than they already are, as they already go about as far as they are allowed to go. MR itself already totally blasts through global caps when it comes to reducing the TM skill, which will be changing soon.
In a nutshell, right now base MR is worthless. Low level BMR isn't a whole lot better. On the opposite extreme, BMR goes way too far. What we need is something that is beneficial for all NMUs, but still makes BMR enviable without making barb resistance into full-time immunity; temporary immunity is another story altogether.
We are certainly very open to suggestions, but do keep those goals in mind: base MR needs to be worth having for all NMUs, it needs to be worth having at all levels, and it cannot become (or even come close to, really) full time immunity. We also need to remember that there are global caps and how much we are allowed buff/debuff ourselves and others.
- GM Dartenian
"So he buckled right in with a trace of a grin
On his face. If he worried, he hid it.
He started to sing as he tackled that thing
That couldn't be done and he did it."
- Edgar Guest
Here's the issue: How do you make base magic resistance (for the other NMUs and non-magical critters) effective enough to be worth having, while still allowing room for BMR to be significantly better but not unbeatable?
That's one of the primary reasons the current system doesn't work very well. Magic gets in an arm's race with BMR, leaving base MR completely worthless. In addition, current BMR can and does hit a point of full immunity, first with benefical spells and eventually attacks as well.
One of the most straightforward ways to do this is to make it so as MR takes a beating, it goes down. This lets us get away with making MR more effective because there's a way to whittle it down to manageable levels, but that requires the mage to invest time and power to do so. In the end it becomes a question of which runs out first; the mana or the resistance.
Active bonuses to MR through roars, dances, or zerks also let us get away with a lot higher MR since they would be temporary. We can do things with short-term active boosts that we simply can't with passive ones. As far as anti-mage things go, sure, we can do that, but you've seen how well they work, and there's this thing called "global caps" that have to be applied to debuffs. We really can't make the anti-mage roars much more effective than they already are, as they already go about as far as they are allowed to go. MR itself already totally blasts through global caps when it comes to reducing the TM skill, which will be changing soon.
In a nutshell, right now base MR is worthless. Low level BMR isn't a whole lot better. On the opposite extreme, BMR goes way too far. What we need is something that is beneficial for all NMUs, but still makes BMR enviable without making barb resistance into full-time immunity; temporary immunity is another story altogether.
We are certainly very open to suggestions, but do keep those goals in mind: base MR needs to be worth having for all NMUs, it needs to be worth having at all levels, and it cannot become (or even come close to, really) full time immunity. We also need to remember that there are global caps and how much we are allowed buff/debuff ourselves and others.
- GM Dartenian
"So he buckled right in with a trace of a grin
On his face. If he worried, he hid it.
He started to sing as he tackled that thing
That couldn't be done and he did it."
- Edgar Guest
Re: An unpopular POV on 01/24/2008 01:54 PM CST
>One of the most straightforward ways to do this is to make it so as MR takes a beating, it goes down. This lets us get away with making MR more effective because there's a way to whittle it down to manageable levels, but that requires the mage to invest time and power to do so. In the end it becomes a question of which runs out first; the mana or the resistance.
This would not be significantly different from the current system, at the high end:
Cast capped spell at barbarian.
(Barbarian's BMR is drained 1-99%)
Barbarian shoots and stuns you.
The barbarian basically immune to your magic at this point.
This would not be significantly different from the current system, at the high end:
Cast capped spell at barbarian.
(Barbarian's BMR is drained 1-99%)
Barbarian shoots and stuns you.
The barbarian basically immune to your magic at this point.
Re: An unpopular POV on 01/24/2008 02:02 PM CST
Re: An unpopular POV on 01/24/2008 02:11 PM CST
> Cast capped spell at barbarian.
(Barbarian's BMR is drained 1-99%)
Barbarian shoots and stuns you.
Except for that middle part. Their IF is drained. Their BMR isn't touched unless IF is drained 100%, and even then it's still significantly higher than base MR.
> What I wouldn't like about a "barrier" that every spell took away from would be the possibility that a whole bunch of small spells would reduce the "barrier" enough
Barrier mechanics don't exactly work that way. Okay, they do, but it's not quite so simple to bring down that way. The barrier pool is reduced by the power of the incoming spell. If they are trying to plink away with small spells, they are going to be doing a small amount of damage to the barrier -- it could conceivably take as many as (or even more than) 100 hits to get through a barrier this way. Depending on how big we make the barrier pool and how fast it regenerates, they may actually get nowhere fast that way. The way to get past a barrier is to hit it as hard as you can, as fast as you can; otherwise the person behind the barrier is going to have you for lunch while you chisel at their stone wall with a toothpick. They may still have you for lunch anyway since you may have invested enough power in getting through the barrier that you don't have much left to work with once you do.
- GM Dartenian
"So he buckled right in with a trace of a grin
On his face. If he worried, he hid it.
He started to sing as he tackled that thing
That couldn't be done and he did it."
- Edgar Guest
(Barbarian's BMR is drained 1-99%)
Barbarian shoots and stuns you.
Except for that middle part. Their IF is drained. Their BMR isn't touched unless IF is drained 100%, and even then it's still significantly higher than base MR.
> What I wouldn't like about a "barrier" that every spell took away from would be the possibility that a whole bunch of small spells would reduce the "barrier" enough
Barrier mechanics don't exactly work that way. Okay, they do, but it's not quite so simple to bring down that way. The barrier pool is reduced by the power of the incoming spell. If they are trying to plink away with small spells, they are going to be doing a small amount of damage to the barrier -- it could conceivably take as many as (or even more than) 100 hits to get through a barrier this way. Depending on how big we make the barrier pool and how fast it regenerates, they may actually get nowhere fast that way. The way to get past a barrier is to hit it as hard as you can, as fast as you can; otherwise the person behind the barrier is going to have you for lunch while you chisel at their stone wall with a toothpick. They may still have you for lunch anyway since you may have invested enough power in getting through the barrier that you don't have much left to work with once you do.
- GM Dartenian
"So he buckled right in with a trace of a grin
On his face. If he worried, he hid it.
He started to sing as he tackled that thing
That couldn't be done and he did it."
- Edgar Guest
Re: An unpopular POV on 01/24/2008 03:17 PM CST
Dart,
So, here are a couple of concerns coming from a different perspective. Perhaps these concerns will be addressed at a later stage of the conversation.
1) There are cases where a target isn't standing still long enough for a mage to sling multiple spells at it - for example, in PvP or in invasions. So in at least a sizable minority of magic-MR interactions, the restriction that justifies stronger MR is not relevant since the engagement is over in the first exchange (PvP), the target can run away (PvP), or someone else has killed the target (invasion).
2) Every harmful spell has to pass a fair check after MR is done with it.
3) The situation that made MR necessary no longer exists. MR was designed into the system when part of contested spell defense was PM skill. NMUs couldn't easily train TM (Traders, Thieves) or couldn't train it at all (Barbs). MR comphensated for that. It got carried through the system but seems redundant now. It might be worth reconsidering the concept entirely.
- Mazrian
So, here are a couple of concerns coming from a different perspective. Perhaps these concerns will be addressed at a later stage of the conversation.
1) There are cases where a target isn't standing still long enough for a mage to sling multiple spells at it - for example, in PvP or in invasions. So in at least a sizable minority of magic-MR interactions, the restriction that justifies stronger MR is not relevant since the engagement is over in the first exchange (PvP), the target can run away (PvP), or someone else has killed the target (invasion).
2) Every harmful spell has to pass a fair check after MR is done with it.
3) The situation that made MR necessary no longer exists. MR was designed into the system when part of contested spell defense was PM skill. NMUs couldn't easily train TM (Traders, Thieves) or couldn't train it at all (Barbs). MR comphensated for that. It got carried through the system but seems redundant now. It might be worth reconsidering the concept entirely.
- Mazrian
Re: An unpopular POV on 01/24/2008 03:46 PM CST
> 1) There are cases where a target isn't standing still long enough for a mage to sling multiple spells at it - for example, in PvP or in invasions.
We aren't necessarily talking about being whittled down from 100% magic resistance. Resistance isn't immunity. In general magic resistance should be reducing the effectiveness of magic, not stopping it altogether. As spells slam against the resistance, the degree to which they reduce the effectiveness of the spell would be diminished.
- GM Dartenian
"So he buckled right in with a trace of a grin
On his face. If he worried, he hid it.
He started to sing as he tackled that thing
That couldn't be done and he did it."
- Edgar Guest
We aren't necessarily talking about being whittled down from 100% magic resistance. Resistance isn't immunity. In general magic resistance should be reducing the effectiveness of magic, not stopping it altogether. As spells slam against the resistance, the degree to which they reduce the effectiveness of the spell would be diminished.
- GM Dartenian
"So he buckled right in with a trace of a grin
On his face. If he worried, he hid it.
He started to sing as he tackled that thing
That couldn't be done and he did it."
- Edgar Guest
Re: An unpopular POV on 01/24/2008 05:06 PM CST
I personally this is just me feel BMR should be an ability not a constant factor. If it is added to all zerks and some higher dances and scale with the dances it would be better IMO. SO they'd have base MR that scales and then BMR that is applied while dancing or zerking and not all the time when just sitting aroun doing nothing.
"So like I said, don't take it personally. All cultures have their share of fools. It's just that we always felt yours had a lot more than ours."
~~Warrior Mage Guild Leader Senfrislor, The Prydaen in Their Own Words~~
"So like I said, don't take it personally. All cultures have their share of fools. It's just that we always felt yours had a lot more than ours."
~~Warrior Mage Guild Leader Senfrislor, The Prydaen in Their Own Words~~
Re: An unpopular POV on 01/24/2008 05:23 PM CST
>>I personally this is just me feel BMR should be an ability not a constant factor. If it is added to all zerks and some higher dances and scale with the dances it would be better IMO. SO they'd have base MR that scales and then BMR that is applied while dancing or zerking and not all the time when just sitting aroun doing nothing.
OF course it would be better.... FOR YOU.
p.s. Having a 30th circle alt barbarian does not mean you're invested in the guild. The fact that this is coming from a 100+ ranger speaks volumes.
-Galren Moonskin
E.`'/. F
Your tears fuel me
!>You hear the distant echo of a savage Horde screaming in barbaric approval of your deeds.
OF course it would be better.... FOR YOU.
p.s. Having a 30th circle alt barbarian does not mean you're invested in the guild. The fact that this is coming from a 100+ ranger speaks volumes.
-Galren Moonskin
E.`'/. F
Your tears fuel me
!>You hear the distant echo of a savage Horde screaming in barbaric approval of your deeds.
Re: An unpopular POV on 01/24/2008 05:26 PM CST
<<MR itself already totally blasts through global caps when it comes to reducing the TM skill, which will be changing soon.
I don't quite understand why MR/BMR would be treated as a "debuff" for purposes of global caps. I see MR/BMR as a base ability that grows with the player, not a boost or "debuff" that is applied against another player.
Aren't evasion, shield, parry, and armor skill as applied to physical attacks the theoretical equivalent of MR with regard to magical attacks?
Are evasion, shield, and parry treated as "debuffs" to weapon skill for purposes of global caps? Or armor treated as a "debuff" to damage for purposes of applying a global cap?
You could also turn the view of BMR as a "debuff" to TM the other way and say that TM should be subject to global caps for the amount by which it can "debuff" BMR.
I'm not arguing that BMR should be immunity, that's not my position. I don't think that applying a global cap to the interplay between TM and BMR fits though. If there will be a change so that the TM spell effect can be resisted as well then a limit to the reduction of TM by BMR would be sensible, however, at least IMO.
~Bractos
I don't quite understand why MR/BMR would be treated as a "debuff" for purposes of global caps. I see MR/BMR as a base ability that grows with the player, not a boost or "debuff" that is applied against another player.
Aren't evasion, shield, parry, and armor skill as applied to physical attacks the theoretical equivalent of MR with regard to magical attacks?
Are evasion, shield, and parry treated as "debuffs" to weapon skill for purposes of global caps? Or armor treated as a "debuff" to damage for purposes of applying a global cap?
You could also turn the view of BMR as a "debuff" to TM the other way and say that TM should be subject to global caps for the amount by which it can "debuff" BMR.
I'm not arguing that BMR should be immunity, that's not my position. I don't think that applying a global cap to the interplay between TM and BMR fits though. If there will be a change so that the TM spell effect can be resisted as well then a limit to the reduction of TM by BMR would be sensible, however, at least IMO.
~Bractos
Re: An unpopular POV on 01/24/2008 05:38 PM CST
> don't quite understand why MR/BMR would be treated as a "debuff" for purposes of global caps
Because it directly lowers someone else's skill, TM in this case. That's the very definition of a debuff, and we have caps for those. It's also conceptually inconsistant; MR can prevent the formation of a targeting matrix. Fine, I can live with that. How does that make it less accurate than not trying to form the matrix in the first place - ie not targeting?
- GM Dartenian
"So he buckled right in with a trace of a grin
On his face. If he worried, he hid it.
He started to sing as he tackled that thing
That couldn't be done and he did it."
- Edgar Guest
Because it directly lowers someone else's skill, TM in this case. That's the very definition of a debuff, and we have caps for those. It's also conceptually inconsistant; MR can prevent the formation of a targeting matrix. Fine, I can live with that. How does that make it less accurate than not trying to form the matrix in the first place - ie not targeting?
- GM Dartenian
"So he buckled right in with a trace of a grin
On his face. If he worried, he hid it.
He started to sing as he tackled that thing
That couldn't be done and he did it."
- Edgar Guest
Re: An unpopular POV on 01/24/2008 05:39 PM CST
I guess having a 65th barbarian doesn't speak either.. or a 86th moonmage :( I'm not really bais to any guild specifically becuase i'd benifit in some way from most things. It was a suggestion to make it more balance for NMU and barbs without being insanely scaled.
"So like I said, don't take it personally. All cultures have their share of fools. It's just that we always felt yours had a lot more than ours."
~~Warrior Mage Guild Leader Senfrislor, The Prydaen in Their Own Words~~
"So like I said, don't take it personally. All cultures have their share of fools. It's just that we always felt yours had a lot more than ours."
~~Warrior Mage Guild Leader Senfrislor, The Prydaen in Their Own Words~~
Re: An unpopular POV on 01/24/2008 05:47 PM CST
People keep talking about this immunity or insane imbalance... who exactly in prime are you unable to cast at all against?
For once I'd like to avoid the hyperbole that is TF and talk about Prime. Is anyone in my guild totally immune from magic? If so, please speak up.
I realize that down the line in Prime it can happen. I realize its probably happened in TF. But lets not get all drastic here on BMR in prime. I certainly don't feel like its broken at my level and plenty of War Mages and Moon Mages are able to hit me with magic, both dancing and not.
I just want to see if scaled better at the lower end, fixed at the ultimate extreme upper end and be functionally useful at the levels in between.
Some of the suggestions I've seen from Magic dominant guilds in this folder and others are pretty drastic IMHO.
-Galren Moonskin
E.`'/. F
Your tears fuel me
!>You hear the distant echo of a savage Horde screaming in barbaric approval of your deeds.
For once I'd like to avoid the hyperbole that is TF and talk about Prime. Is anyone in my guild totally immune from magic? If so, please speak up.
I realize that down the line in Prime it can happen. I realize its probably happened in TF. But lets not get all drastic here on BMR in prime. I certainly don't feel like its broken at my level and plenty of War Mages and Moon Mages are able to hit me with magic, both dancing and not.
I just want to see if scaled better at the lower end, fixed at the ultimate extreme upper end and be functionally useful at the levels in between.
Some of the suggestions I've seen from Magic dominant guilds in this folder and others are pretty drastic IMHO.
-Galren Moonskin
E.`'/. F
Your tears fuel me
!>You hear the distant echo of a savage Horde screaming in barbaric approval of your deeds.