Empath 3.1 Spell Changes on 11/14/2013 09:42 PM CST
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Are as follows! Subject to tweaking based on testing and player feedback, as always.

Spell Name Changes
Gift of Life No longer signature. Non-Empaths only get a stamina boost.
Aggressive Stance Slots changing from 2 to 3
Aesandry Darlaeth Slots changing from 2 to 3. Changed to signature.
Lethargy Slots changing from 2 to 3
Compel Slots changing from 2 to 1. No longer signature.
Regenerate Slots changing from 1 to 2
Innocence No longer signature.
Circle of Sympathy Slots changing from 2 to 1.
Iron Constitution Slots changing from 1 to 2.
Tranquility Slots changing from 2 to 3.
Paralysis Removed undead enrage effect.
Nissa's Binding Made signature.


In short, Empaths had too many signature spells, and some spells that really needed to be signature due to being esoteric or just being a really signature Empath thing (NB). So some stuff was juggled around. Things that have stopped being signature also no longer (hopefully obviously?) have a shock check, if they had one before. I feel a little sad about unsignaturing some of these, but we really are past the days of Empath spells being largely uncastable by others, and since we have so many healing spells that simply have to be signature, we really have to be picky about what else can be included in the signature pool.

As far as slot costs goes, we (dev team) tried to assign a "cost" to most of the generic things a spell does, and recalculate how much it should cost based on that. Most spells ended up costing a little more, some a little less.

There was also a lot of under the hood standardizing that went on, so min and max preps may have moved around a little, but probably not too much.

None of this is live yet, it'll all be chucked into the test instance for testing with the rest of the 3.1 stuff.

Melete
We must expect posterity
to view with some asperity
the marvels and the wonders
we're passing on to it;

But it should change its attitude
to one of heartfelt gratitude
when thinking of the blunders
we didn't quite commit.
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Re: Empath 3.1 Spell Changes on 11/14/2013 11:05 PM CST
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>>DR-Melete: In short, Empaths had too many signature spells

What is the appropriate number of signature spells? Does it vary by guild? (Personally, I like them, because it helps to promote guild identity.)

I'm not trying to be argumentative. I'm just trying to understand the principles that underlie these game design choices.



You feel your Heart Link with a mug of zombie's revenge fade away.

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Re: Empath 3.1 Spell Changes on 11/14/2013 11:21 PM CST
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We have some basic guidelines as far as how many signature spells a guild should have. I'm not sure we're publishing them, since we don't really want people scouring other guild's spellbooks for inconsistencies. It's really up to the dev leadership to decide whether or not to share that stuff. I am the custodian of the Empath spells and was therefore the one to bring them in line with the newest design standards.

But essentially it's based on spell tier. You'd naturally expect most guilds' signature spells to be more on the esoteric end of the spectrum. Empaths have an unusually high number of basic/intro/advanced spells that are signature (healing spells, mostly.) Since we have so many basic/advanced spells that are signature, it's much harder to justify having something like compel or innocence being signature.

This isn't something that's being forced on us from above, I should emphasize. I agree with the general dev team's design goals, it's just a tough choice to make as to what to take out of the signature pool.

Basically if there's anything we can share without doing any grievous insults to game balance or guild lore, we really should. I know it's a stretch for innocence and compel, but I think we can get there if the lore changes to NB and HL, for instance, weren't too much to overcome.

Melete
We must expect posterity
to view with some asperity
the marvels and the wonders
we're passing on to it;

But it should change its attitude
to one of heartfelt gratitude
when thinking of the blunders
we didn't quite commit.
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Re: Empath 3.1 Spell Changes on 11/14/2013 11:27 PM CST
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And another note: I know NB could conceivably also be non-signature, but it really is kind of the signature non-healing Empath spell, imo. So...ehhh.

Melete
We must expect posterity
to view with some asperity
the marvels and the wonders
we're passing on to it;

But it should change its attitude
to one of heartfelt gratitude
when thinking of the blunders
we didn't quite commit.
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Re: Empath 3.1 Spell Changes on 11/14/2013 11:42 PM CST
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Speaking as someone who's been driving towards standardizing the signature stuff, our guidelines are rather fluid. Earlier this year we wrote out some guidelines and for the most part we conformed to it. After having it in place for a while we realized it has some flaws so I'd expect to see what is and is not signature in flux for a little bit longer as we nail it down.

Generally speaking there are two guidelines that we're going to follow no matter what

1) Spells that mechanically will not work if cast by another guild. (Anything that manipulates a moonbeam for example.)

2) Spells that are powered by the guild's confound, even if there isn't a direct mechanical limitation. (Shadowling is an example here.)

There last guideline is where we have some fluidity, which is spells that we don't want shared for power level concerns. These tend to be some of the really potent buffs or spells that would too easily fill in designed weak points for other guilds (Things like invisibility and AoE TM spells tend to fall into this category).

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: Empath 3.1 Spell Changes on 11/14/2013 11:55 PM CST
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Thanks for the explanation!

If it's a choice between Compel, Innocence, and Nissa's Binding, I'd much rather have Nissa's Binding be signature, even though some of the early Innocence and Compel lore indicated that empathy was involved.



You feel your Heart Link with a mug of zombie's revenge fade away.

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Re: Empath 3.1 Spell Changes on 11/15/2013 06:58 AM CST
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Looks like there's not much changing then, beyond slot costs and administrative type stuff. With Compel becoming non-signature, that obviously means that it no longer involves Empathy in any way. In addition to no loner being affected by Shock, this means it should work on Constructs now, right?

Are any of our beneficial spells changing in the "valid targets" department? Anything becoming possible to cast on others and/or groups (I'm thinking Vigor on others and Heart Link on groups)?

Also, I like seeing "removed undead enrage effect" on Paralysis :)

Thanks,
-Life Sustainer Karthor
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Re: Empath 3.1 Spell Changes on 11/15/2013 07:42 AM CST
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Oh yeah, and is there any chance Perseverance of Peri'el is getting close? For some reason I have this feeling that we'll be needing a more difficult Warding spell with the experience changes. Plus it sounded like an awesome spell!

Thanks,
-Life Sustainer Karthor
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Re: Empath 3.1 Spell Changes on 11/15/2013 08:34 AM CST
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I looked over the post, thanks!

I imagine the decisions are already made on this, but as far as spells that I associate with the Empath Guild, I would say I'm surprised that AD will be signature but not Innocence. I can appreciate in the whole game-balance thing that maybe ALL cyclic spells are being made signature. But I would consider Innocence to be a spell associated with just our guild more than AD. I mean, it's kind of like magical manipulate.

Nothing else caught my eye, all the changes look reasonable. I agree removing the whole 'enrage the undead' thing is a great change too!

~Kythryn
"Travel is fatal to prejudice, bigotry, and narrow-mindedness." - Mark Twain
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Re: Empath 3.1 Spell Changes on 11/15/2013 08:52 AM CST
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>>Oh yeah, and is there any chance Perseverance of Peri'el is getting close?

I actually had written and released it in test at one point, but I quickly reversed the changes since we decided we wanted to handle the vitality barrier mechs in a different way. It's taking a while for that to shake out since at around that time we decided to take a hard look at barrier spells as a whole, so if I did release it, it'd be in a state that may or may not change depending on how barriers end up being handled. I'm only peripherally involved in the barriers thing so I really cannot elaborate on that aspect at all. I think that's going to be part of what we're affectionately calling Magic 3.2. (Maybe we should start giving the updates cute Ubuntu-style names? Crotchety cat? Curmudgeonly crab?)

So if folks are okay with it possibly being tweaked with a general barriers update... we'll see. Keep in mind that the healing rewrite is going to be in test along with all the magic changes. I have a feeling getting the healing systems working nicely and bug-free is going to be sucking up most of my free dev time for a while, but after that has settled down I'll be in a position to tie up a bunch of loose ends like PoP and some of the Heal/Devour updates, etc.

Melete
We must expect posterity
to view with some asperity
the marvels and the wonders
we're passing on to it;

But it should change its attitude
to one of heartfelt gratitude
when thinking of the blunders
we didn't quite commit.
Reply Reply
Re: Empath 3.1 Spell Changes on 11/15/2013 06:09 PM CST
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>>DR-Melete: So if folks are okay with it possibly being tweaked with a general barriers update... we'll see.

I'm generally in favor of releasing new content earlier, even if it ends up being tweaked.



You feel your Heart Link with a mug of zombie's revenge fade away.

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Re: Empath 3.1 Spell Changes on 11/16/2013 08:41 PM CST
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With GOL, Compel and Innocence moving out of being signature will the negative affect of shock level on casting those spells be removed?

Asbhuan
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Re: Empath 3.1 Spell Changes on 11/17/2013 12:49 PM CST
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>>Delver: With GOL, Compel and Innocence moving out of being signature will the negative affect of shock level on casting those spells be removed?

Yes.

>>DR-Melete: Things that have stopped being signature also no longer (hopefully obviously?) have a shock check, if they had one before.



You feel your Heart Link with a mug of zombie's revenge fade away.

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