Spell Review Batch 1 on 07/17/2009 11:18 AM CDT
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>>Protection from Evil:
The undead-only evasion bonus has been converted to undead-only damage reduction. This operates differently from MPP.

Minor Physical Protection:
To complement the PFE change, the undead bonus has been removed in exchange for a slightly higher maximum of general damage reduction.>>

I like these changes. Thanks.


>>Resurrection:
In light of the perma-death removal, resurrecting the favorless is no longer possible. (TF instance will not receive this until after the new Depart is released over there.)>>

Yay. Now no one has to listen to those rants on why someone's not/should not/might not be getting raised because they're favorless. Was also kind of pointless giving them now, especially with no fear of walking.


>>Halo:
The initial casting of the spell is never considered offensive in safe rooms and such anymore.>>

Grejuva, is Huldah's Pall going to be considered an offensive spell? Right now it can be cast in a safe room and Soul Sickness can't. While both are annoying, neither do damage, and I'm just curious if one, or both are going to end up on the same page eventually.
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Re: Spell Review Batch 1 on 07/17/2009 11:37 AM CDT
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>is Huldah's Pall going to be considered an offensive spell?

From what was said earlier, all spells which aren't properly tagged as offensive (HULP) are going to be tagged so eventually.
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Re: Spell Review Batch 1 on 07/17/2009 11:52 AM CDT
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I assume the PFE evasion component had to be removed so it wouldn't conflict with MAPP's evasion boost. For clerics who have MAPP this probably will end up being what it is, but I am curious to see how this plays out for low level clerics who do not have MAPP yet. I will reserve comment until I see how it all works.

Considering how you did this- I am going to assume that PFE and MPP play nice together and both do damage reduction but differently. I would love to get some feedback on the new MPP(version 3.2) vs MAF, as this tempts me to forget MAF. My strategy before was to use MAF for non-undead, MPP for undead, but I would like some confirmation as to power before I try to figure out where Throne City is.

Resurrection- sort of a shrug. Not sure how not being able to do something is a benefit to clerics, but I really can't get worked up about Resurrection that much period. Frankly, I am surprised people seem so adament about still getting Resurrections. Flavius died the other night without MF up and he was back in action after a depart in less than 10 minutes. 2 favors? meh.

Thanks for fixing Halo.
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Re: Spell Review Batch 1 on 07/17/2009 12:59 PM CDT
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<<Resurrection- sort of a shrug. Not sure how not being able to do something is a benefit to clerics, but I really can't get worked up about Resurrection that much period. Frankly, I am surprised people seem so adament about still getting Resurrections. Flavius died the other night without MF up and he was back in action after a depart in less than 10 minutes. 2 favors? meh.

Im with you on this. Ive been playing an alt alot more then my cleric and since his inception hes collected a handful of deaths. Its far more convenient to instantly do a DEPART ITEMS then it is to wait around for someone to drag you, then find a cleric to rejuve (possibly rez) as well as an empath to heal.

Sure you lose a little bit of experience, but is it really more then spending 15-30 minutes as a corpse?

(sorry if this is off topic)
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Re: Spell Review Batch 1 on 07/17/2009 05:14 PM CDT
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>I assume the PFE evasion component had to be removed so it wouldn't conflict with MAPP's evasion boost. For clerics who have MAPP this probably will end up being what it is, but I am curious to see how this plays out for low level clerics who do not have MAPP yet. I will reserve comment until I see how it all works.

Low level clerics can't use MaPP effectively anyway, and should use it instead of MPP when they can use MaPP. And shouldn't need a boost at low ranks anyway, so I think it's a wash.

Grejuvy, are all spells going to get reviewed, or just some?

And spiffy work.


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Re: Spell Review Batch 1 on 07/17/2009 07:03 PM CDT
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>>Resurrection:
In light of the perma-death removal, resurrecting the favorless is no longer possible. (TF instance will not receive this until after the new Depart is released over there.)>>


Just curious. The paladin spell Alamhif's Gift still give someone a favor, yes? So favorless people or their friends will be asking for a paladin with said spell, no?



The undead hordes would like to take this moment to remind you that they are quite happy to eat your brains so that you may test new depart.Please consider it.Hugs and kisses, Team Necro.
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Re: Spell Review Batch 1 on 07/17/2009 07:07 PM CDT
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>>And finally...people still want resurrections. It's obviously still important to people regardless of the actual relative benefits.

I'd be surprised if anyone gave one up though, there's no need for it anymore.




Cute verbs and speaking from hiding are excellent ways to catch a lightning bolt in the face regardless of mystical ninja abilities.

-Armifer
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Re: Spell Review Batch 1 on 07/17/2009 07:08 PM CDT
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Lots of Clerics still rush to rezz people.



Rev. Reene


Kssarh says, "At least I have not had another Guildleader complain about you in a while."
>
Kssarh says, "Which is rather disappointing. You have a reputation to uphold."
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Re: Spell Review Batch 1 on 07/17/2009 07:10 PM CDT
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>>Lots of Clerics still rush to rezz people.

This is very true.




Cute verbs and speaking from hiding are excellent ways to catch a lightning bolt in the face regardless of mystical ninja abilities.

-Armifer
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Re: Spell Review Batch 1 on 07/17/2009 07:39 PM CDT
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"Lots of Clerics still rush to rezz people."

Shrug. I do it because folks ask for it, and most times I like being helpful. And gaining favors that way is more fun than rubbing orbs for me. Still think its pretty silly that people think resurrection is that important, and I expect over time lots more people will find it easier to get two new favors than to have to rely upon a cleric and an empath to show up.

If Flavius dies without MF up, he just departs immediately.
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Re: Spell Review Batch 1 on 07/19/2009 06:28 AM CDT
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>>Grejuvy, are all spells going to get reviewed, or just some?

Some. Spell review is always an ongoing process, but for the near future I have one more batch of similar size and substance. There are other spells that need love but either I'm not prepared to touch yet (GG) or are on hold due to system rewrites (HoT).

>>The paladin spell Alamhif's Gift still give someone a favor, yes? So favorless people or their friends will be asking for a paladin with said spell, no?

I don't really have a problem with Alamhif's Gift doing what it was designed to do. It just didn't make sense for Resurrection any longer.

GM Grejuva



Ghoul: "Dude, this area like is so totally holy! Let's settle here so the clerics can slaughter us!"
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Re: Spell Review Batch 1 on 07/19/2009 09:02 PM CDT
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Grejuva, did you change the wound checks for Resurrection?

I was able to resurrect someone this morning with "a crushed skull with horrendous wounds", but I'm unable to resurrect someone with the following wounds:

She has minor swelling and bruising around the right arm compounded by cuts and bruises about the right arm, a severely swollen and deeply bruised left arm compounded by cuts and bruises about the left arm, a severely swollen and deeply bruised right leg with bones protruding out from the skin compounded by a broken right leg with gaping holes, faint scuffing to the chest, tiny scratches to the back, some minor swelling and bruising around the right eye.

Am I missing something, or does that seem odd? The worst wound is a broken leg with gaping holes...
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Re: Spell Review Batch 1 on 07/19/2009 10:20 PM CDT
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That is strange. The corpse with the skull shouldn't have come up. I can see why the other one with the broken leg didn't, though: There were a few other nasty limb internals too. But not like that skull!

Ryeka


Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy

A journey of a thousand SMILES begins with a single step- Ziggy
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Re: Spell Review Batch 1 on 07/19/2009 10:36 PM CDT
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I think the skull was better then that, it was actively being healed as you ninja rezzed.
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Re: Spell Review Batch 1 on 07/20/2009 01:49 AM CDT
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The wound checks weren't touched at all. It's actually possible to raise at the lowest end of "crushed skull". The internal leg wound in that snippet could very well be worse.

GM Grejuva



Ghoul: "Dude, this area like is so totally holy! Let's settle here so the clerics can slaughter us!"
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Re: Spell Review Batch 1 on 07/20/2009 08:34 AM CDT
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>>The wound checks weren't touched at all. It's actually possible to raise at the lowest end of "crushed skull". The internal leg wound in that snippet could very well be worse.

Is there any way that non-vital areas can scale with skill? I can raise with 50% vit so if it's not a vital area it shouldn't matter how much it's broken.




Cute verbs and speaking from hiding are excellent ways to catch a lightning bolt in the face regardless of mystical ninja abilities.

-Armifer
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Re: Spell Review Batch 1 on 07/20/2009 09:10 AM CDT
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I'll think about it. The non-vital area restriction may not be necessary anymore.

GM Grejuva



Ghoul: "Dude, this area like is so totally holy! Let's settle here so the clerics can slaughter us!"
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Re: Spell Review Batch 1 on 07/22/2009 04:48 PM CDT
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I just though, does PFE still tag to protect against undead special abilities (that is, block them)?

And is the vit drain from the undead on the roads (the mangy rakash and prydean are all I can account for) not a special attack, so it doesn't help against them (in this specific format, I assume it will help vs. the damage they cause).
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Re: Spell Review Batch 1 on 07/22/2009 04:51 PM CDT
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>I just though, does PFE still tag to protect against undead special abilities (that is, block them)?

Still works vs adders special vitality drain. (Without pfe, dancing with 4, I'd die in about 15 seconds from the vit special. With PFE I'm completely safe and come out without losing any vit).
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Re: Spell Review Batch 1 on 07/23/2009 03:49 AM CDT
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Also protects against ghoul claws and hound clouds
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Re: Spell Review Batch 1 on 07/24/2009 03:30 PM CDT
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So you tucked away this no longer rezzing favorless in some obscure post instead of maybe... you know... a major announcement? Not everyone plays a cleric and reads their spell reviews, maybe you should tell people in a MAJOR way when you change something that huge... You know a system thats been in the game since the beginning OF the game... when you take that out it might be a big deal... last night there were 4 clerics trying to raise me favorless because all of them thought it was still possible...

Thanks for hiding this major announcement in a guild forums not everyone will read... well done!

Barkar
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Re: Spell Review Batch 1 on 07/24/2009 04:00 PM CDT
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"You know a system thats been in the game since the beginning OF the game..."

Technically no. And was absent for awhile also.

"when you take that out it might be a big deal..."

While I realize that you are upset- exactly who put your character in the position of having no favors? Before raging here on the boards to what will be a remarkably unsympathetic audience, at least look inward enough to realize who ultimately is responsible for those 4 clerics wasting their time.

Secondly did your character walk? Nope. So why the outrage again?

Get favors. Be prepared to depart items.
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Re: Spell Review Batch 1 on 07/24/2009 04:48 PM CDT
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Technically... yes... and while Rezz has been around you have always been able to raise the favorless, sticking the post inside a cleric post that apparently wasn't read by at least 2 100+ clerics, 1 70+ and a 40+ seems a bit obscene to me, and I am aware it was absent for awhile as well, what I am saying is not "Oh noes I had no favors and should have been raised" what I am saying is exactly this... When you make a change like that, post it on the main page... even if its only "Hey you can't be raised favorless anymore, take care!"

Just seems to be smart to me... I don't know though...

Barkar
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Re: Spell Review Batch 1 on 07/24/2009 05:21 PM CDT
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>>Just seems to be smart to me... I don't know though...

Having favors seems smarter. There's no excuse. And departing is not the end of the world.


******************
SEND[Bramoir] Okay, you are all set, just make sure you use your name for the powers of good okay?
******************
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Re: Spell Review Batch 1 on 07/24/2009 07:45 PM CDT
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so in conclusion:

1. please put it in guild GM announcements
2. since not everyone reads the boards, please put it in in-game "news"
3. get favors.

:-)


The undead hordes would like to take this moment to remind you that they are quite happy to eat your brains so that you may test new depart.Please consider it.Hugs and kisses, Team Necro.
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Re: Spell Review Batch 1 on 07/24/2009 11:00 PM CDT
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It really is hard to keep up with all the random changes. Even moreso in TF. I've given up on providing feedback, I'm just waiting for the dust to settle.
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Re: Spell Review Batch 1 on 07/24/2009 11:34 PM CDT
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Maybe they should have read the boards to stay updated on whats happening. Seems smart to me, they play a Cleric so they should read the Cleric forums.
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Re: Spell Review Batch 1 on 07/25/2009 12:14 AM CDT
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Most major changes are never announced outside of the forums.

This change was announced in the guild announcements. That's fairly common (Though some GMs seem to like to echo announcements to the general announcements folder too - it is by no means standardized).
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Re: Spell Review Batch 1 on 07/25/2009 01:13 AM CDT
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Quite a lot of people, even clerics are unaware.

People do a lot of reading in game as it is. :P I don't think it should be a requirement to read the boards if you only want to play casually.

That being said, I don't really think it's a must to make sure everyone knows either. Just pass it on, word of mouth. I'm doing that by gwething. Hahah.

:P
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Re: Spell Review Batch 1 on 07/25/2009 02:22 AM CDT
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Considering departing while favorless takes away exp now... I would think that might hurt for some people... While being favorless was not exactly smart, I do appreciate it being placed on the Latest News section on the main page, thank you much!

Barkar
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Re: Spell Review Batch 1 on 07/25/2009 02:49 AM CDT
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>>Considering departing while favorless takes away exp now... I would think that might hurt for some people...

It's better than walking. Or the lectures. God I hate the lectures from Clerics.


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SEND[Bramoir] Okay, you are all set, just make sure you use your name for the powers of good okay?
******************
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Re: Spell Review Batch 1 on 07/25/2009 02:50 AM CDT
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Since when does departing with a rejuve ever take away experience regardless of your favors?



Rev. Reene

You hear your mental voice echo, Axiarra, are you still around? We had um... an incident on the third floor.

Your mind hears Vermire thinking, "The screaming, angry souls of the damned count as an "incident?""
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Re: Spell Review Batch 1 on 07/25/2009 03:04 AM CDT
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> Since when does departing with a rejuve ever take away experience regardless of your favors?

Departing without favors has two major drawbacks -- it maximizes both the death penalties and duration, and it results in only being healed enough to sustain life. The Immortals may agree to send you back, but if you aren't going to respect them enough to get favors, they aren't going to be too inclined to put you back in good shape.

There is no skill loss beyond that associated with not receiving rejuvenation.


- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford
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Re: Spell Review Batch 1 on 07/25/2009 01:40 PM CDT
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>>Departing without favors has two major drawbacks -- it maximizes both the death penalties and duration, and it results in only being healed enough to sustain life. The Immortals may agree to send you back, but if you aren't going to respect them enough to get favors, they aren't going to be too inclined to put you back in good shape.

There is no skill loss beyond that associated with not receiving rejuvenation.>>

Well the question was when did it ever, and it did at one point a long long time ago. I mean, there was also the huge chance that you walked as well. Also being raised back then with zero favors caused an experience loss penalty of somewhere 5-15% of some sort as well.

Nowadays I think death has become less of a nuisance and more of an annoyance. There's barely any penalties for it, but you lose all your exp that you had in your pool. Just looking back at what it used to be compared to now is kind of amusing.

Also to Grejuva or Dart or whatever GM handles it, can you please please please stop those damned alley thugs from walking? If people can't walk, alley thugs can't either. I know that Vorclaf guy or whatever did, but that was with necromancers and whatnot which is not the case with these things.
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Re: Spell Review Batch 1 on 07/25/2009 01:49 PM CDT
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>>Also to Grejuva or Dart or whatever GM handles it, can you please please please stop those damned alley thugs from walking? If people can't walk, alley thugs can't either. I know that Vorclaf guy or whatever did, but that was with necromancers and whatnot which is not the case with these things.

The change, ICly, was not that no one ever walks anymore, but that the Immortals are now more proactive about keeping the souls they want on Elanthia for whatever duration they wish the souls to stay on Elanthia.

While you, the brave adventurer who fights evil (or the Necromancer with an altogether different patron), will not walk, the average person on the street is likely to only die once. Permanent death by old age didn't go away conceptually either.

-Armifer
<Kvlt> Step 1: Want stuff! Step 2: Be ambitious! Step 3: Believe in the ability of your fellow man to carry you to heights you are too incompetent to reach alone.
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Re: Spell Review Batch 1 on 07/25/2009 02:04 PM CDT
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God loves me!


---
"Close your eyes -
For your eyes will only tell the truth..
And the truth isn't what you want to see.
In the dark, it is easy to pretend
That the truth is what it ought to be." - Erik Claudin
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Re: Spell Review Batch 1 on 07/25/2009 02:11 PM CDT
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>>The change, ICly, was not that no one ever walks anymore, but that the Immortals are now more proactive about keeping the souls they want on Elanthia for whatever duration they wish the souls to stay on Elanthia.>>

Ok, but why would some group of Immortals want to keep the group of people who on a consistent basis ignore these respective deities by not getting favors? It doesn't make sense. Now instead of punishing them for their insolence (chance of walking, exp loss on depart or raise), they get an unlimited supply of "get out of jail free" cards for nothing.

I mean, I understand why the change was put into place (complaints, etc.) but it's just flat out bizarre, especially when you've seen the game work perfectly well with its original concept of death for umpteen years.
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Re: Spell Review Batch 1 on 07/25/2009 02:14 PM CDT
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It's not free; they are heavily penalized.

And it helps if you look to recent events for context on why.



Rev. Reene

You hear your mental voice echo, Axiarra, are you still around? We had um... an incident on the third floor.

Your mind hears Vermire thinking, "The screaming, angry souls of the damned count as an "incident?""
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Re: Spell Review Batch 1 on 07/25/2009 02:21 PM CDT
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>>It's not free; they are heavily penalized.>>

Let's see...

-Extremely high chance of walking + experience loss on depart
-Automatic experience loss on raise
-no depart sickness

V.S.

-zero chance of walking
-zero experience loss on depart
-can't be raised
-can have death sickness removed in 5 minutes by a cleric casting 5-10 uncurses on you


Sorry, that's not heavily penalized. That's a free pass in comparison.
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Re: Spell Review Batch 1 on 07/25/2009 02:29 PM CDT
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> Ok, but why would some group of Immortals want to keep the group of people who on a consistent basis ignore these respective deities by not getting favors?


The gods work in mysterious ways. Maybe they don't want that person in "heaven" annoying them in person instead of from afar? :-P


- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford
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