Truffenyi's Rally on 06/02/2014 02:22 PM CDT
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Am I alone in thinking that TR is a lot less useful than it used to be? I find myself never using it over HOW because the balance boost is virtually unnoticeable at low-ish mana casts and high mana casts are extremely hard to maintain because the spell pulses so frequently.

With regard to CvC, the defensive dispel sounded amazing, but it often feels less useful in practice than a HOW stun with people slinging 100 mana debilitations. I usually just wind up sticking with protect self to break non-stun snares during critical moments and running away to plan the next strike if I'm too badly debilitated.
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Re: Truffenyi's Rally on 06/02/2014 03:38 PM CDT
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<<Am I alone in thinking that TR is a lot less useful than it used to be? >>

Yup. I don't use it anymore. It wastes too much mana (pulsing every 10 seconds) for too little gain. It makes it so I can't consistently train my magics in combat. It used to be my go-to spell for combat. No longer.

--Just a Squire
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Re: Truffenyi's Rally on 06/04/2014 08:28 PM CDT
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Yup, worthless balance boost. I only use a small cast when trying to train HT to keep me a little above solidly balanced. It was little help before in CvC versus disablers.. and useless now.

~~~
True heroism is remarkably sober, very undramatic. It is not the urge to surpass all others at whatever cost, but the urge to serve others at whatever cost.
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Re: Truffenyi's Rally on 06/04/2014 09:14 PM CDT
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At least it will save me a bunch of spell slots not learning it.

--Just a Squire
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Re: Truffenyi's Rally on 06/04/2014 11:41 PM CDT
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TR is a spell I wish was more useful. The only reason I use it still is for utility training, If it wasn't for that it would be totally worthless.
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Re: Truffenyi's Rally on 06/05/2014 11:48 AM CDT
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I'd definitely be in favor of tacking another effect or two onto that. It seems like it should be an iconic spell for our guild.
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Re: Truffenyi's Rally on 06/05/2014 01:23 PM CDT
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<<I'd definitely be in favor of tacking another effect or two onto that. It seems like it should be an iconic spell for our guild.>>

It doesn't need another effect tacked on. It needs its primary effect to be useful.

Prior to 3.1 a 7 mana cast gave me a 1-level boost to balance. Even though it pulsed every 10 seconds, it didn't drain my mana to the point I couldn't cast other spells (which is my normal hunting routine). After 3.1 I see no noticeable balance boost from a 15 mana cast, and it drains all my mana within a few minutes. This makes the use of other spells in combat nearly impossible.

Either the way this spell currently works is broken, or it has been nerfed to the point that it has become an overpriced (spell slot cost and mana cost) and useless spell.

--Just a Squire
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Re: Truffenyi's Rally on 06/05/2014 01:26 PM CDT
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>>After 3.1 I see no noticeable balance boost from a 15 mana cast, and it drains all my mana within a few minutes.<<

I'm not sure but I also believe there is a spirit cost when the effect is used.

M@c ~]X!j % %AN_rrWB5z4%p rBa =jZb*h[mp,0;pv` knIM%aJ|
******************************************
WARNING: You are carrying an extremely large number of items on your person.
Having a very high number of items can cause character corruption or
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Re: Truffenyi's Rally on 06/05/2014 01:38 PM CDT
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<<I'm not sure but I also believe there is a spirit cost when the effect is used.>>

Yes, there is. So another cost tacked onto the spell making it even less useful.

--Just a Squire
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Re: Truffenyi's Rally on 06/05/2014 02:28 PM CDT
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It's a rising spirit cost for the dispel. The best is when you're incapacitated and you can't release the spell so you wind up with a spirit death. I've had two noob deaths to TR in prime. During one, I simply forgot to release the spell. During another, I think I couldn't release the spell in time.
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Re: Truffenyi's Rally on 06/05/2014 03:04 PM CDT
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<<It's a rising spirit cost for the dispel. The best is when you're incapacitated and you can't release the spell so you wind up with a spirit death.>>

Anyone know the reason GM's decided to tie this spell to our spirit rather than our soul pool? This kind of goes against what Raesh posted about disadvantages attached to spells:

<<Disadvantages (such as the ones Armifer described above) are not priced into spells. They're flavor, or guild mechanics, or lore requirements or what-have-you. They make spells feel more unique and, while they are mechanically a disadvantage, they enhance the spell overall.>>

I'm not sure there's any guild mechanics that ties anything a Paladin does to their spirit. Soul, yes. Spirit, no. Nor do I see this spirit drain enhancing the spell in any way, shape, or form. Seems more like Paladins had a decent spell and someone decided to not only downtweak its effect, but uptweak its disadvantages.

--Just a Squire
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Re: Truffenyi's Rally on 06/05/2014 05:01 PM CDT
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>Anyone know the reason GM's decided to tie this spell to our spirit rather than our soul pool? This kind of goes against what Raesh posted about disadvantages attached to spells

I haven't read any reasoning, but maybe it's in future lore. I've been pretty vocal about TR 3.1 since test. It didn't receive much feedback, so I assumed I was alone in my dislike for the spirit drain thing, especially in the face of cyclical debilitation. Believe it or not, the spirit drain was worse in the first test version, like two vertigos = dead paladin worse. Having been excited about the dispel addition when I first read about it, my spirit quickly sank when I actually tested with it.

>I'm not sure there's any guild mechanics that ties anything a Paladin does to their spirit. Soul, yes. Spirit, no. Nor do I see this spirit drain enhancing the spell in any way, shape, or form. Seems more like Paladins had a decent spell and someone decided to not only downtweak its effect, but uptweak its disadvantages.

Thank you. I don't feel crazy anymore. Spells powered off of spirit are probably not very fun for anyone in a guild that doesn't begin with "C," and I'd rather not have to try to get my hands on auspice and vigil [cleric] scrolls to make good use of my paladin spell.
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Re: Truffenyi's Rally on 06/05/2014 05:39 PM CDT
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Alright, I'd like to hand everyone some tools and have ya tinker with this. Truffenyi's Rally already has a hefty slot cost, a spirit cost, and has both a name and effects that are closely tied to our guild identity and speculated direction. I'd also like to promote more paladin spells that utilize the group spellcasting feats. I'm wondering what other paladins would like to see happen.


Truffenyi’s Rally
- Increases Caster’s Balance Every Cyclic Pulse Based On Soul State (Higher = Stronger) [No spirit cost]
- Decreases Faced Foe Balance Every Cyclic Pulse Based On Soul State (Lower = Stronger) [No spirit cost]
- Attemps Dispel Every Cyclic Pulse [Very Tiny Spirit Cost Only On Successful/Needed Uses]
- Restore’s Some Fatigue Of The Caster’s Group Every 3rd Cyclic Pulse [No Spirit Cost]

Metaspells:
Chadatru’s Rally
- Attempts to end the following conditions within the caster’s group every 7th cyclic pulse: Stunned, Unconscious, Paralyzed, Webbed. This comes with a spirit cost thus this metaspell is activated.

Rutilor’s Rally
- Increases the duration of all stuns the caster’s group inflicts based upon the number of injuries the target ally has for 1 pulse out of every 7. This comes with a spirit cost and thus this metaspell is activated.

Champion’s Rally
- Consumes a portion of Soul Pool every pulse in order to increase the base effects of Truffenyi’s Rally. This comes with a spirit cost and is activated. This may CAST for self-only or CAST AREA to affect the caster’s entire group (with appropriate costs and feat usage).
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Re: Truffenyi's Rally on 06/05/2014 05:44 PM CDT
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I did propose a glyph to grant us lots of spirit regeneration that may be in context to mention here. Also, the spirit costs listed with those metaspells would only hit if the effect is actually used.
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Re: Truffenyi's Rally on 06/05/2014 05:50 PM CDT
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<<I did propose a glyph to grant us lots of spirit regeneration that may be in context to mention here. Also, the spirit costs listed with those metaspells would only hit if the effect is actually used.>>

Why? There is nothing in our lore that ties us to spirit.

And again, why is it everything you propose carried with it a negative? If you want to go out and shoot yourself in the face with a crossbow bolt because you cast Righteous Wrath, then go for it. What is the logic behind the idea that Paladin spells need to carry such stiff penalties to use?

--Just a Squire
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Re: Truffenyi's Rally on 06/05/2014 05:52 PM CDT
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<<Thank you. I don't feel crazy anymore.>>

Just because you don't feel that way, doesn't mean you aren't ;)

Seriously though, you are not alone. I have yet to find one Paladin who uses this spell in any real way since 3.1

--Just a Squire
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Re: Truffenyi's Rally on 06/05/2014 06:09 PM CDT
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>And again, why is it everything you propose carried with it a negative?

Moon mage fetish. All that sorcerous COL casting is making him unhinged. Next half the spell suggestions will have an RNG aspect that gives a chance of disintigration.



Vote:
http://www.topmudsites.com/vote-DragonRealms.html
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Re: Truffenyi's Rally on 06/05/2014 06:20 PM CDT
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<<And again, why is it everything you propose carried with it a negative?

Because he's on a Sacrifice spellbook suggestion streak, and taking a very narrow definition of the spell book's name literally.
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Re: Truffenyi's Rally on 06/05/2014 06:41 PM CDT
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Paladins should have ties to spirit. That's just how I feel. We're a holy guild and I'm quite tired of Clerics having a monopoly on spirit. The spirit cost of original truffenyi's rally is quite reduced in this version, anyway.

The costs are in part because I think by the time GMs and players get done tinkering there are going to be more effects tacked on. Also, I don't want to just go up and beg GMs for power- I want to make sure they know I'm trying to be fair. These are starting points and I'm hoping people would tweak them. If you don't like spirit costs, say hey this and this is neat but lets do this instead of spirit costs or hey I think its fine without spirits costs, ect... I'm putting stuff out in the hopes that someone out there might want to run with it/tweak it or that a post will inspire someone else to propose something better.
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Re: Truffenyi's Rally on 06/05/2014 06:46 PM CDT
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I'd also like to point out that I've read lots of (valid) complaints about TR and I've seen complaints about one single proposed angle to tackle said issues (mine) but I have yet to see one other idea or solution or even directional preference stated about the issue at hand.
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Re: Truffenyi's Rally on 06/05/2014 08:07 PM CDT
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> We're a holy guild and I'm quite tired of Clerics having a monopoly on spirit.

The problem is we don't have those other spells that augment spirit, so in TR we have all the minuses of a spirit-using guild without the pluses. We could request more of the same pluses, but then we move farther away from paladin != cleric IMO.

The current TR feels more like a cleric spell the way it saps mana and spirit. I've posted numbers. It lasts under a minute in good mana at my personal cap. I've used it in organized PvP ("real world" situations) and I haven't been able to use it to positive effect, and I'd consider TR to be more of a PvP spell right now. :(

>I'd also like to point out that I've read lots of (valid) complaints about TR and I've seen complaints about one single proposed angle to tackle said issues (mine) but I have yet to see one other idea or solution or even directional preference stated about the issue at hand.

Fair enough. I don't think it requires drastic changes.

My personal suggestions:

1. Increase the balance bonus across the board. If the spell must have a spirit cost for the dispel, and honestly I don't think its power warrants it, cap it at some minimum or make it a small and steady decrease instead of a gradual increase that eventually guarantees spirit death if you are unable to release the spell immediately for some reason (incapacitated). Please, for the love of all that is holy, tone down the -mana pulses.

OR

2. Increase the balance bonus across the board, remove the spirit hit altogether and leave the high mana hit alone.

OR, assuming this is even an option...

3. Make it like it was in 3.0 and reduce the slot cost. I've never heard anyone complain that TR 3.0 was overpowered.

I can't think of a single thematic reason why this spell should even grant a spirit death. I thought the whole point of a tank was staying alive so that (s)he can actually protect others.
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Re: Truffenyi's Rally on 06/05/2014 08:54 PM CDT
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Suffice it to say Truffenyi's Rally will be on the short list of Paladins spells to review.

-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: Truffenyi's Rally on 06/05/2014 09:33 PM CDT
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Surprise surprise, I agree with Warbie with nearly everything there.
Though, as the apparent de-facto defender of paladin divine sanctity here I'd like to state that I want to explore other directions with the guild on top of spirit but I do definitely want to keep our guild name 'paladin' instead of changing it to 'knight'. I see several bars at the bottom of my screen in DR. When it comes to every single bar but one, spirit, something interesting happens with that bar- especially if the bar goes down. Right now I log in to play a -holy- warrior and get to stare at this 100% full and 100% wasted spirit bar the whole time. This doesn't exactly help me have fun.
In a more IC sense, I see soul pool as a very special source of fuel to be used in a very guild-specific/iconic(like warmies and Ignite), far more slow and ritualized fashion (tracing a glyph, special prayers) and spirit used as a fuel source or used to represent a paladin seriously overtaxing him/herself to serve his/her cause.
Seriously- how has a society like the paladins existed so long in a setting like Elanthia and not harness spirit energy like other religions organizations do? Its.... right there in front of the founding members faces, so to speak, waiting to be harnessed for righteous purposes.

On a more practical level to Warbie's logical concern over lack of spirit pluses, I'd reference that Anoint glyph I proposed. A necro spirit killing a paladin.... that's just wrong and conflicting with the game's setting IMO; and a spirit regen glyph would go a long way towards doing things like augmenting/sustaining TR.


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Re: Truffenyi's Rally on 06/05/2014 11:16 PM CDT
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While I'm not outright opposed to spirit being spent on Paladin spells (Particularly in the sacrifice book) I don't believe it's something we want them to explore too deeply.

There's also too large of an overlap between Cleric magic and Paladin magic and spirit is very much in the Cleric wheelhouse. To be fair to the Paladins, the Cleric wheelhouse is extremely large which is a matter of no small concern to the current development team.

-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: Truffenyi's Rally on 06/05/2014 11:46 PM CDT
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That seems very fair. So, what is the stance on more physically flashy, tactical spells like Winged Smite? I think both at least Warbie and myself would jump for joy if that was released as presented but as a general thematic direction for paladin magic, what is the surface thought?
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Re: Truffenyi's Rally on 06/06/2014 12:11 AM CDT
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<<Seems more like Paladins had a decent spell and someone decided to not only downtweak its effect, but uptweak its disadvantages.

That is what it seems like.

~~~
True heroism is remarkably sober, very undramatic. It is not the urge to surpass all others at whatever cost, but the urge to serve others at whatever cost.
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Re: Truffenyi's Rally on 06/06/2014 12:51 AM CDT
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>>That seems very fair. So, what is the stance on more physically flashy, tactical spells like Winged Smite?

It's a little rough but, conceptually, a quick engagement/charge type ability wouldn't be out of the question. It's something we've explored with both barbarians and thieves in the past and I added a note about the idea for when we really drill down on Paladins.

-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: Truffenyi's Rally on 06/06/2014 09:54 AM CDT
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Most of the Paladin spells feel too much like Cleric spells, I think. I'd propose that Paladin abilities/spells could be geared towards controlling the flow of a fight. Some examples ...

-An ability that would alter the facing of a target for a time (essentially a taunt.) Use the ability, and the target is forced to face you for a duration, preventing them from attacking anything else. Possible single-target and AoE versions.
-A pushback ability that would knock things out of melee. This could come in both single target and AoE variations. Possibly only usable with a shield.
-A fear ability (thematically: the Paladin blazes with holy flames, looking very fearsome.) Causes targets to flee. Could also come in both single target and AoE variations.
-An ability that literally prevents the Paladin from dying for the duration. Wounds will still get worse and worse if more damage is taken, making getting rezzed more and more difficult.

Pushbacks/Fears will also help younger Paladins who will have a difficult time retreating while wearing plate armor (or a multisuit.) I've been stuck engaged at melee with creatures who were unable to hurt me for sometimes upwards of 5 minutes, simply trying to get away so I could do something else. No fun, that.

Combined with current abilities like lead and protect, I think the above abilities would suit the guild well without necessarily being too overpowered (depending on how well they're balanced of course.) They're also reasonably different from any Cleric abilities I know of, though I'm not terribly familiar with the Cleric repertoire. I'd even be in favor of removing some the guilds current spells for things like these, if necessary.
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Re: Truffenyi's Rally on 06/06/2014 10:00 AM CDT
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I feel I should also note that I really like the idea of Paladins having pissing contests with each other where they both use their flee ability, and the first one to flee loses. Could be a peaceful way to settle in-guild disputes. The loser is obviously a coward and therefore wrong, of course!
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Re: Truffenyi's Rally on 06/06/2014 10:05 AM CDT
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>It's a little rough but, conceptually, a quick engagement/charge type ability wouldn't be out of the question. It's something we've explored with both barbarians and thieves in the past and I added a note about the idea for when we really drill down on Paladins.

<3
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Re: Truffenyi's Rally on 06/06/2014 10:05 AM CDT
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>>An ability that would alter the facing of a target for a time (essentially a taunt.) Use the ability, and the target is forced to face you for a duration, preventing them from attacking anything else. Possible single-target and AoE versions.

Doesn't Crusader's Challenge do this?



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Truffenyi's Rally on 06/06/2014 10:11 AM CDT
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>I feel I should also note that I really like the idea of Paladins having pissing contests with each other where they both use their flee ability, and the first one to flee loses. Could be a peaceful way to settle in-guild disputes. The loser is obviously a coward and therefore wrong, of course!

I'd take it over a paladin v. paladin spar. Paladin fights are sort of a game of chicken. First to get bored and stance down loses. (That's not a complaint, just a funny observation.)
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Re: Truffenyi's Rally on 06/06/2014 10:55 AM CDT
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Thanks for the post, Stellarmagus. Very thought-provoking! I like the Flee Contest idea too. Perhaps soul state and other factors could come into play in different ways? That's neat to explore. I might start RPing that!

And yeah, Warbie makes a good point: until we get further development paladin-on-paldadin violence won't exactly be eye candy. I also note that many spars Sylvaeus' engages in against -any- guild often requires a second challenge after the first expires, lol. Sometimes a third challenge is even required, lol. Offense gets the glory but defense wins the game!
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Re: Truffenyi's Rally on 06/06/2014 10:57 AM CDT
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Also I read and sincerely hope Crusader's Challenge does turn mobs towards the caster but I have yet to observe that effect myself. If it does, may every Order and Militia in Elanthia rejoice!
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Re: Truffenyi's Rally on 06/06/2014 11:09 AM CDT
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Here's me asking a stupid question, because I can't get on to test ATM:

Is the spirit hit for Truffenyi's Rally hitting you every time you get a balance adjustment? If so, could you c/p the spell messaging into the thread?

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: Truffenyi's Rally on 06/06/2014 11:14 AM CDT
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>Thanks for the post, Stellarmagus. Very thought-provoking! I like the Flee Contest idea too. Perhaps soul state and other factors could come into play in different ways? That's neat to explore. I might start RPing that!

I think (s)he was being tongue-in-cheek.

>Also I read and sincerely hope Crusader's Challenge does turn mobs towards the caster but I have yet to observe that effect myself. If it does, may every Order and Militia in Elanthia rejoice!

It does. The contest for it is charm v. will, so it uses charisma as the primary offensive stat. If you're not pulling off the taunts, you may need to train charisma more and/or wait until you have more debilitation skill so you can prep it higher. An auspice scroll helps. Alternatively, if you prefer not to rely on scroll spells, symbiosis impress helps.
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Re: Truffenyi's Rally on 06/06/2014 11:22 AM CDT
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<<...when we really drill down on Paladins.

Can't wait.

<<Offense gets the glory but defense wins the game!

If only by tiring your opponent out. It is better than the one shot fights of old, though. As mentioned in another thread, some offensive umph for Paladins would help in CvC or making melee viable. Continual stuns/immobilizes/balance reductions make it a difficult time for a melee fighter. Anti-stun is about useless and now Truff's rally is as well. We can take the damage longer but have a hard time dishing it.

~~~
True heroism is remarkably sober, very undramatic. It is not the urge to surpass all others at whatever cost, but the urge to serve others at whatever cost.
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Re: Truffenyi's Rally on 06/06/2014 11:55 AM CDT
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I agree.

Sylvaeus particular combination of paladin armor and gnomish speed tends to make him very hard to kill overall but he also nibbles all his foes to death. His mentals help defend against magic. Its -very- slow but usually reliable.
I've noticed that I have to really outsmart a foe to deal good damage in CvC. I made my own bed though so I'm okay with that.
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Re: Truffenyi's Rally on 06/06/2014 12:01 PM CDT
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Oh and you mentioned a couple of underwhelming spells, there. I agree with your assessments. In addition:

Lay Ward > Soldier's Prayer

Sylvaeus is a Warding specialist yet without changes I will not be using SP.
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Re: Truffenyi's Rally on 06/06/2014 12:01 PM CDT
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"I think (s)he was being tongue-in-cheek."

Only halfway tongue-in-cheek.

Much as I'd hate to see Dragonrealms become even one step closer towards being like every other MMO in existence right now by turning Paladins into the stereotypical "tank" role, every single better solution I can imagine would involve a hell of a lot of work from the devs and even some fundamental changes to core mechanics (or the addition of entirely new core mechanics, such as a sovereignty/fealty system.)

I'd love to see development move in a direction that supports dynamic governments and buildable/destroyable buildings/villages/cities. In such an environment Paladans could fill the same role that Knights/Samurai/etc did in the real world: minor lords of the realm. To create such a system, however, would require an incredible amount of work and some fundamental changes to the way Dragonrealms works as a whole. In short I seriously doubt it'd ever happen. We're far, far more likely to see Paladins developed in the same way as any other "tanking class" from any other modern MMO. Sad? Maybe. True? Probably.

So ... may as well at least make them the best "tanks" we can, no?
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