Ranger Magic 3.1 on 11/18/2013 11:01 AM CST
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Are there going to be any changes you can give us a heads up on?

Thanks!

-TPO
Karisalthna
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Re: Ranger Magic 3.1 on 11/18/2013 01:14 PM CST
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Sure.

See The Wind - Now does a pulsing skill boost based on ranged weapon in hand, defaults to LT with no weapon or melee weapon.

Instinct - Updated to 2 slots.

Cheetah Swiftness - Updated to 3 slots.

Curse of the Wilds - Updated to 3 slots, reduced effects to melee and ranged damage reduction. For creatures it also debuffs evasion, for players if may debuff evasion, shield or parry based on various things.

Bear Strength - Updated to 3 slots.

Wisdom of the Pack - Changed Locks boost to Tactics Boost, still does Wisdom.

Claws of the Cougar - Changed to brawling and pulsing in hand weapon boost.

Forestwalker's Boon - will be available for testing.

There may be some other minor slot cost/signature changes that I don't have the notes for, but that pretty well covers any major changes that I'm aware of.


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Re: Ranger Magic 3.1 on 11/18/2013 09:00 PM CST
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<<Instinct - Updated to 2 slots.

Why is an intro spell being pushed to 2 slots?

<<Curse of the Wilds - Updated to 3 slots, reduced effects to melee and ranged damage reduction. For creatures it also debuffs evasion, for players if may debuff evasion, shield or parry based on various things.

So its costing an extra slot and being reduced in its effects? I guess it makes sense if a terrible spell like HB costs 3 slots.

<<Bear Strength - Updated to 3 slots. Cheetah Swiftness - Updated to 3 slots.

Just extra cost...

<<Wisdom of the Pack - Changed Locks boost to Tactics Boost, still does Wisdom.

Why? Tactics really does nothing for us. Locks is at least a survival skill. You guys are going to take away a primary survival skill boost to add a tert lore boost? This makes sense?

<<Claws of the Cougar - Changed to brawling and pulsing in hand weapon boost.

Is the pulsing only so if you swap from brawling to weapons, it boosts them?

So basically, Ranger magic has already become a joke, and it is getting furthered watered down. I dont understand it. I was thinking we would actually get some love, and instead its more nerfs. I'm afraid to see what boon looks like once it's released.

It's really hard to get excited about this guild, when all the changes for the last 5 years have seemed like nothing but nerfs. I havent seen any real positive development. There is a reason these folders have had a total of 15-20 posts in the last 3 months (Likely less than 100 posts in the last 6-8 months). And that is probably only because Zinaca came back for a day.

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Re: Ranger Magic 3.1 on 11/18/2013 09:44 PM CST
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>Why is an intro spell being pushed to 2 slots?

>Remember that 2 spell slots should be roughly what an average spell costs.
-Raesh

There are intro spells that are 2 slots. Also other Evasion-boosting spells have gone up in cost. MM Seer's Sense is going from 1 to 3.

>Just extra cost...

A pain shared by every MU guild.

>>Wisdom of the Pack - Changed Locks boost to Tactics Boost, still does Wisdom.
>Why? Tactics really does nothing for us. Locks is at least a survival skill. You guys are going to take away a primary survival skill boost to add a tert lore boost? This makes sense?

I'd imagine it's because Rangers currently buff 8 survivals while 3.1 Thieves buff 7 (Up from 6) and current Necromancers buff 5 (Haven't checked their 3.1 changes, nor am I sure why they don't have a FA one, but then no guild does).

>Is the pulsing only so if you swap from brawling to weapons, it boosts them?

It's a minor nerf in that you don't just instantly get an always-on damage boost for half an entire skillset, it checks every few seconds and switches to the skill of the weapon you're holding.

>So basically, Ranger magic has already become a joke
>It's really hard to get excited about this guild

Man, you would have really hated being an Empath back in the day when literally half the Empath Spellbook was just to heal yourself, and when Rangers and Paladins had more spells anyways.

Kaeta Airtag

"I have faith in the current crop of GMs to not screw people over"

>>Actually an opinion cannot be changed or corrected. Nice try back of line.-VERATHOR
>>But it can be wrong.-Starlear
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Re: Ranger Magic 3.1 on 11/19/2013 12:28 AM CST
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<<Man, you would have really hated being an Empath back in the day when literally half the Empath Spellbook was just to heal yourself, and when Rangers and Paladins had more spells anyways.

Are you really trying to compare the excitement of empath's which was a nearly no-combat guild for over 10 years to rangers? Empaths were never a guild that was exciting, or were even expected to be. Also, I dont need to compare rangers to all the other guilds. This isnt a GvG argument, so when referring to ranger magic, I dont care about MMs, Empaths, Necros, thieves, or any other guild besides rangers. Go troll somewhere else.

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Re: Ranger Magic 3.1 on 11/19/2013 03:03 AM CST
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I don't think she was trying to troll so much as add perspective.

This is a community-based game, so while it looks like nerfing (and it does) - that's from where we're standing. Comparing it to the other guilds is necessary because they're looking to balance the entire world - not just Rangers by themselves.

@DR-Ricinus: Thank you for the swift response.

I know you're super busy, but if you get the chance to give us a better perspective on why the costs on a lot of our spells are going up while the effects are going down (or remaining unchanged) I know I'd appreciate it and I'm sure others would too.

Thanks again for your time.

-TPO
Karisalthna
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Re: Ranger Magic 3.1 on 11/19/2013 03:29 AM CST
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>>give us a better perspective on why the costs on a lot of our spells are going up while the effects are going down (or remaining unchanged)

It's a pretty consistent change across all guilds. Generally 3.0 had spell costs that were too low for what effects they gave, and the focus for releasing 3.0 was mostly on converting old spells to do the same things with the updated magic core. We then went through and created fairly strict guidelines for what each effect of a spell should cost.

Doing this very quickly pointed out which spells were doing 'too much' since suddenly they would need to be 6 or more slots. A number of spells were thinned a bit, since we really don't want more than 4 slots for a spell except in a few cases, but we've tried to do the thinning in such a way as to retain the best features of what you've been used to. Curse of the Wild is a good example, since the one you are using now should cost 7-8 slots. Reducing some of the effects brought the cost to 3 slots, while still allowing it to debuff both offense and defense, which was a good balancing point. Good news is, it also lasts longer, since debuffs of this nature will scale from 1 to 2 minutes rather than 15 to 50 seconds.

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Re: Ranger Magic 3.1 on 11/19/2013 03:49 AM CST
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Seems I missed a post in this thread, so, sorry to be responding a bit late to some of this stuff.

>>Why is an intro spell being pushed to 2 slots?

Yep, it's because of Evasion. We could change it to 1 slot, but it would have to boost something less critical.

>>So its costing an extra slot and being reduced in its effects? I guess it makes sense if a terrible spell like HB costs 3 slots.

I think I kinda already answered the COTW issue in the previous post. And it missed my listing, but HB is now 2 slots for 3.1.

>>Why? Tactics really does nothing for us. Locks is at least a survival skill. You guys are going to take away a primary survival skill boost to add a tert lore boost? This makes sense?

I didn't particularly see the theme of the spell making sense for locksmithing. If folks prefer a locksmithing boost to tactics, I'm perfectly happy with changing it back. Please bear in mind however that tactics will probably see more new usage than locksmithing will, and given that locksmithing is already a skill that moves at a primary rate for you, I would think more people would prefer a way to boost a skill that is harder to train.

>>I'm afraid to see what boon looks like once it's released.

So am I. Quite frankly I have no idea if anyone actually used this spell for anything in 2.x. But we'll have some time during Test to see if my attempt to do it justice is any good. Otherwise, we can talk about how to make it better.

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Re: Ranger Magic 3.1 on 11/19/2013 07:00 AM CST
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Tactics: 111 36% clear (0/34)
I had 100 ranks when 3.0 was implemented. On the other hand I use WOTP all the time to buff for Locksmithing. My vote for my style of play is leave it the way it is.






Now then, please take your gear, your quiver and your bow, and go out to the field and hunt game for me; Genesis 27:3
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Re: Ranger Magic 3.1 on 11/19/2013 02:32 PM CST
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I forgot one other notable change:

Branch Break no longer has the double tap mechanic. It will either stun or knock unconscious based on how successful it is.


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Re: Ranger Magic 3.1 on 11/19/2013 11:17 PM CST
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Wait, we're still a guild?

So COTW is getting smacked down, HB (immobilizers in general) stinks, and the BB double tap is changing. If the first stun (magical or physical) doesn't give a big bonus to success on the second cast then that's a pretty big nerf too.

I think that WOTP's locksmith bonus is the least of our worries.

Could be worse, we could be Traders. ;-)




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Re: Ranger Magic 3.1 on 11/20/2013 03:14 AM CST
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>>Branch Break no longer has the double tap mechanic. It will either stun or knock unconscious based on how successful it is.

Oh good. So you're making it a lot easier to land a cast, and allowing us to cast it in non-wilderness areas to compensate for completely removing reliability, right? It would suck if it stayed the way it currently is, considering how weak rangers are with disablers, especially compared to other guilds. I feel like a gimp commoner who knows how to run away from a fight really well.
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Re: Ranger Magic 3.1 on 11/20/2013 05:17 AM CST
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>>So you're making it a lot easier to land a cast

No, but if you have enough of a win you can skip straight to unconscious instead of having to cast the spell twice. And if you didn't have enough win, you probably wouldn't have been able to get the second cast off in time anyways.

>>and allowing us to cast it in non-wilderness areas to compensate for completely removing reliability, right?

Not sure what you mean by 'completely removing reliability', so I'll do my best to guess.

1. If I cast BB and stun someone can I still cast again and make them unconscious?
No. But as I mentioned earlier, the stun probably wouldn't last long enough anyways even under the old way.
2. If I stun them by shooting them in the face with a harpoon, can I then get a guaranteed unconscious if I cast BB right afterwards.
Maybe. If the target is already stunned, you'll end up with a higher win score, but it's not a guarantee.

As far as removing the wilderness requirement. No, I haven't touched that, nor did I intend any such indication.

>>It would suck if it stayed the way it currently is

Indeed.

>>considering how weak rangers are with disablers

Which is surprising since they have more of them than other magic tert guilds.

>>especially compared to other guilds

They even have more than some of the magic secondary guilds.

>>I feel like a gimp commoner who knows how to run away from a fight really well.

And one of them is currently the most grossly overpowered debuff in the game right now. You may recall the severe posts about Malediction for Clerics being way over the top for a debuff. Malediction has been slimmed down for months now, and is still a nice disabler. COTW right now has the exact same spell effects as Malediction prior to the changes. And the new COTW is still better than new Malediction when cast generally or cast at offense (Malediction cast specific to defense is a bit better than COTW), which may help explain why it costs 1 more slot.

There are a number of guilds that can lay claim to a need for more <insert righteous cause here>, but until we get things to a stable position, it's pretty hard to sit down and decide where our efforts will make the most difference. If you want to be helpful with this process, I look forward to hearing your opinion on things when we hit Test.

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Re: Ranger Magic 3.1 on 11/20/2013 06:23 AM CST
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>>No, but if you have enough of a win

That's the problem, I never have enough of a win. My character is fairly balanced in stats, and since 3.0 was introduced, I have -never- been able to land any disabler outside of a 10 second COTW on anyone even remotely close to my circle. Now maybe it's my fault for trying to build a relatively balanced character instead of dumping all my stats into mentals.

>>Not sure what you mean by 'completely removing reliability', so I'll do my best to guess.

Yes, I meant the stun follow-up use of the spell, which I didn't think was unfair considering my experience with how difficult it is to land it in the first place, and the(in my opinion) unfair restriction of only being able to cast it in a wilderness area.

>>As far as removing the wilderness requirement.

I understand you're probably not the guy to whine to about ranger systems, but as a ranger, I'd just like you to know wilderness requirements suck. I think I've harped on this point enough.

>>Indeed.

Quite.

>>They even have more than some of the magic secondary guilds.
>>And one of them is currently the most grossly overpowered debuff in the game right now.

I'm not going to argue that COTW isn't great. It is, and I love it, and I understand that the debuff is probably a bit strong in its current form. What's not strong is the duration. I can't get more than one or two attacks before it falls off. Again, this might just be a stat issue, but I think for the sake of being worth that extra slot, maybe it's duration should be looked at.

>>There are a number of guilds that can lay claim to a need for more <insert righteous cause here>,

I completely understand, and I'm sure your plate is more than full. I don't mean to come off as a jerk, but I kind of am a jerk, so it comes off that way. I'm not screaming 'FIX IT NOW'. But, we're rangers. We don't get development. We get our abilities handed out to other guilds like halloween candy. It would be nice to not be last on the list for once.

Most of my complaints are better directed at someone in charge of Ranger development. I'd just like to not feel like spending so much time developing my ranger was a gigantic mistake because of how poor some of the design choices have been, in my opinion.

>>If you want to be helpful with this process, I look forward to hearing your opinion on things when we hit Test.

I will gladly volunteer my time to testing and providing feedback, but I have the notion that it won't be very well received.
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Re: Ranger Magic 3.1 on 11/20/2013 08:13 AM CST
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GM's are falling into the same old trap they always do. BB knock out was too powerful, so instead of addressing the problem, you just make it harder to land. All this does is allow people that were already going to slaughter someone, slaughter them faster. I think this is a problem in the development mindset.

And before someone says it, TEST isn't this all mighty leveling ground you make it out to be. We tested 3.0 to death and pointed out hundreds of bugs and you launched it anyway. Even some of the things you are fixing in 3.1 were brought up. Ranged has been broken since test 3.0 was launched, hiding has been underwhelming ever since. Everyone knew thrown was broken in 3.0, but it was shoved out the door.

I get that you can't please everyone, and if you do every guild will just be a cookie cutter shape in different outfits. I feel that while GMs are more communicative, more responsive, and generally more productive than the past, they're just making the same mistakes more efficiently and more frequently.

Maybe I'm just a bitter ranger because all we've seen for the last decade our guild has taken a nose dive in development. Magic is no exception in this case. And since the GM brought it up, we are magic tert so maybe our magic should stink, but maybe we should talk about where our Beseeches are that are completely borked since 3.0? Or survival prime perks since hiding has been made completely worthless? or what about companion expansion? And should we even bring up our guild only skill of scouting and how useless that is?




Player of Grumpy Diggan, Disgruntled Ranger & Halfing of Aesry
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Re: Ranger Magic 3.1 on 11/20/2013 08:54 AM CST
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>>GM's are falling into the same old trap they always do. BB knock out was too powerful, so instead of addressing the problem, you just make it harder to land.

That's not at all why BB changed (MB faced a similar change), it was changed because the double tap concept doesn't work well in the world of diminishing returns.

>>And since the GM brought it up, we are magic tert so maybe our magic should stink

Magic Tert guilds should have fully functional magic systems. The only place where magic terts are at a significant disadvantage to magic prime/secondary are in the number of spells and to some degree the scope of what their magic can do.

-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: Ranger Magic 3.1 on 11/20/2013 12:35 PM CST
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In all honesty, game balance and core updates have been the priority for a few years now and I'm over it. It's a fools errand and while possibly things are darkest before the dawn, I think all these changes in the name of game balance are creating cookie cutter guilds.

Every guild wants a stun/knockout, everyone wants an immoblizer, evasion buff, weapon booster, pulsing invisio, cyclic spell of each magic type, and what we can't get we want enough sorcery to be able to cast someone else's spell. We all need a bonded tryium sterak axe and heavy armor. And don't forget the barrier spells! Pretty soon. It might as well just come down to who can type >kill player faster, let the random number generator roll a D20 and be done with it.

Couple the frustration I have regarding the above items, with the fact that I've got a large "guild development envy" complex and I'm a bitter player. There was a brief moment in there where I thought we might get some development on something (why companions, I'll never know) and then that carpet was yanked out from under us because the GM disappeared into an abyss.

Every guild needs development, and there just aren't enough GMs to go around, I get it.

Carry on, don't let my bitter posts distract you any further.



Player of Diggan, Ranger & Halfing of Aesry
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Re: Ranger Magic 3.1 on 11/20/2013 01:38 PM CST
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>>What's not strong is the duration. I can't get more than one or two attacks before it falls off. Again, this might just be a stat issue, but I think for the sake of being worth that extra slot, maybe it's duration should be looked at.

Durations for stat/skill debuff spells like this will be increasing across the board. Currently they run 15-50 seconds or so, in 3.1 they will be 1 to 2 minutes.


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Re: Ranger Magic 3.1 on 11/20/2013 01:57 PM CST
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>> 1 to 2 minutes.

Okay fine. I'll let you off the hook, just this once. That's a good change and makes me happy.
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Re: Ranger Magic 3.1 on 11/20/2013 03:25 PM CST
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Yes, things get released with bugs, even including logged bugs. This is always the case. Eventually release time comes and you're left asking if you want to postpone things further or just say "screw it, we're done." This is the way of all software. Sometimes you just decide that some bugs are incidental and you don't want to bother to fix them. Sometimes the reason for the bug being logged but ignored is in fact that it is not considered a major enough bug to justify delaying the next release, especially in an ongoing development environment. You shelve it to fix it later. I'm not privy to the conversations of the developers, naturally, but that's how I've seen things go.

And just because "everyone" knew something doesn't mean everyone knew it the same way. If something seems overpowered, players might react differently - one might try to keep it quiet, hoping to exploit it later. Another notices it is overpowered but sees it as massively so, ruining game balance forever. Another sees it as overpowered but only incidentally - a minor imbalance not likely to matter in the long term. Another cadre simply are so used to it that they don't care. Sorting out the difference in logged reports between these multiple different players is a daunting task, and developers often form their own opinions about how things look as well, further clouding the issue. Only months later may it become apparent that oh, group B was less than completely accurate, but more accurate than group C.

What you are really always going to run up against is that for every few bits of information you send, some is lost, simply by going into a machine that has been built differently than the sender - and thus will process and organize the data differently. That is, another person's brain. This hinders communication on both sides. So yes, more interaction will result in more misunderstanding, not because of some error, but in fact because of a foundational obstacle in communication. Data loss is unavoidable. It's why the game of "Telephone" exists.

teal deer; GMs are human beings, and human beings don't always understand each other, and sometimes they say "eff it, we're doing it live."

And at the moment, almost every guild has been feeling the "no development" pinch because almost all development has been turned over to bug fixing and rebuilding the entire game's system, but the reason they're doing it is so that it's easier and faster to change things in the future. There's also the release of major system updates for everyone and not just any one guild, like the crafting system.

Believe me, it's an odd group sitting around the "waiting for <s>Pets</s> Minions 3.0" fire, with Warrior Mages, Necromancers, and Rangers, but you're not alone in waiting.



"Izujesha doz uchubam!"
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Re: Ranger Magic 3.1 on 11/20/2013 07:23 PM CST
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<<Instinct - Updated to 2 slots.
>>Why is an intro spell being pushed to 2 slots?

<<WOTP - I didn't particularly see the theme of the spell making sense for locksmithing.
>>On the other hand I use WOTP all the time to buff for Locksmithing. My vote for my style of play is leave it the way it is.

So, based on some feedback - cause that's how I roll - I've got a proposed compromise to handle a few of the concerns brought up here.

First, yeah we really don't want 2 slot Intro spells. So I'm thinking of making See The Wind into the Intro spell for that book, and moving Instinct to Basic.

Second, WOTP doesn't make sense as a Locksmithing bonus, but you folks don't want to lose your Locksmithing bonus. So, we're considering moving Athleticism to the Intro slot for Wilderness Survival, and bumping HOL into a 2 slot Basic spell that does Skinning and Locksmithing. Then WOTP is free to take on a tactics buff, and things just all around make more sense to me.

So for first circle choices for Rangers, you would have a TM spell, an Athletics boost, or a Ranged weapon boost, which seems like a good mix of options.

Any comments on these thoughts?

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Re: Ranger Magic 3.1 on 11/20/2013 07:55 PM CST
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More cowbell...

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Re: Ranger Magic 3.1 on 11/20/2013 08:20 PM CST
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That makes sense to me. I rarely use HOL because I don't really need the skinning bonus, so having it also give locks is good with me.

Question regarding WoTP, are we still going to get the "pack" bonus given with the WoTP+WS combo when used on multiple people in the area? If so, how will this be applied? Is the whole "pack" effect the reason that you are thinking it's more of a tactics spell?



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Re: Ranger Magic 3.1 on 11/20/2013 08:41 PM CST
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Actually I had a couple of requests about spells...

Compost: Could yall think about making this into a temporary "bucket" instead of being the same as our beseech? Have the spell create a sink hole where every so often the contents on the floor fall into it. Then when the spell goes away the sink hole closes and after a small amount of time disappears. This would make the spell much more friendly to group locations and useful overall. During the time before it goes away you could even make it dig-able so someone could open it up to get something out of it.

Awaken forest: Can the spawn please not disappear when you move rooms? The only time I use this spell currently is when I am mining a room. Moving around to hunt makes the use of this spell impractical and/or just annoying.

Wisdom of the Pack: You sure we can't talk you into making this into a pulsing crafting(based on the tool we are holding) skill bonus... we'd use that a ton more than a tactics skill bonus. In fact you'd make every ranger a happy camper doing this... the precedent would already be set with See the wind and Claws of the cougar.

Athleticism: You could add tactics into this augmentation skill which would bonus two skills like the rest of our augmentation spells.


Hopefully you'll consider going with a pulsing crafting skill bonus instead of tactics. Tactics may or may not get used depending on how the skill is developed but the other will definitely be used and become a popular spell.

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Re: Ranger Magic 3.1 on 11/20/2013 09:24 PM CST
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>Compost

That's a pretty neat idea. I like it and agree that it would make the spell a little more friendly to use in crowded areas or hunting zones.

>Wisdom of the Pack: "a pulsing crafting(based on the tool we are holding) skill bonus"

I would really dislike for that to be added into WoTP. I get the tactics thing, IE: "pack" bonus/messaging when using it with groups. So, my only problem was losing the locksmith boost. That seems to be taken care of with this recent HoL idea.

I don't see much reason for Rangers to have any crafting spells, I suppose some sort of overall Lore boost would be pretty neat. Intuition of the Beaver or something. And that could give us a little leg up when using lore skills during actions like crafting or repair. Since it really does suck to train lore skills with a Ranger. Anyone who did serious AL training for titles back in the day knows.



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Re: Ranger Magic 3.1 on 11/20/2013 09:47 PM CST
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>>I don't see much reason for Rangers to have any crafting spells
I'd bet more rangers would use a crafting bonus spell than would use a tactics bonus spell. I don't see them giving a general lore bonus spell, but the precedent is already there with the weapon bonus spell to give us a crafting version. A tactics bonus spell is useful only if the skill pans out development wise, if it doesn't then it'll end up as a useless spell. I agree though that name wise tactics would fit better under Wisdom of the Pack.






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Re: Ranger Magic 3.1 on 11/20/2013 10:16 PM CST
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>>Compost

Could certainly use some sort of functionality aside from what it has already. Not sure if what you're suggesting is something we can do or not.

>>Awaken forest: Can the spawn please not disappear when you move rooms?

Maybe, I'll look into it.

>>Wisdom of the Pack: You sure we can't talk you into making this into a pulsing crafting(based on the tool we are holding) skill bonus

Yes. Cause then it would make just as little sense thematically as it does giving locksmithing bonus.

>>Athleticism: You could add tactics into this augmentation skill which would bonus two skills like the rest of our augmentation spells.

Yeah, but then what would be the Intro spell for that book? Essence of Yew? Not really that useful for 1st circle folks. Blend? Too advanced in concept.

>>Intuition of the Beaver or something

No the spell would be called "That is How an Owl Do" [THOD]

http://www.youtube.com/watch?v=XeFxdkaFzRA


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Re: Ranger Magic 3.1 on 11/20/2013 11:28 PM CST
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Thanks at least for considering changes to Compost and Awaken Forest. Even if it didn't fit under the name WOTP a pulsing crafting bonus spell would be fantastic. Heh you could call it "Tools of the Primate" or "Apes of the hamburger", hell I'd settle for "Spell to get the whiny rangers off my back".


Two last questions, any chance that our beseeches will be looked at anytime soon? Did yall consider the total cost of all a guilds spells versus the number of spell slots that they are able to get when deciding to up the slot costs on most spells?

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Re: Ranger Magic 3.1 on 11/21/2013 12:15 AM CST
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>Wisdom of the Pack: "a pulsing crafting(based on the tool we are holding) skill bonus"

I think this would be bad too. Rather than post about this when I first saw it as a tactics bonus, it made more sense for tactics. In fact with combat abilities we may see tactics will become a lot better for rangers to have. So all you folks not wanting this to train tactics may not understand what new is being introduced with the coming barbarian updates that we will get a part. In my case I have a real hard time learning it though but would love to be able to actually use it. My teaching and scholarship were so high in the switch over my tactics ended up so Hi I cant learn it on what I hunt because its too high. But with new combat abilites we might be able to make really good use of it.

Based on hearing instinct was going to 2 slot spell I was asked what I thought folks should get based on what I know for the first say 16 circles spell wise. This is what I came up with after instinct went to 2 slots. Hands Of Lirisa (1 slot), Essence of yew (1 slot), Eagles Cry (1 slot ), compost (1 slot), Athleticism (1 slot), Devolve (2 slots), then magic feat Deep attunement (1 slot). These spells in that order would give you one spell of each type of magic to work with up through circle 16. After that select Instinct (2 slots) to open up the rest of the spells. Which if you move it around means you might not have to. All young rangers need to keep in mind, all critters are based on barbarian skill or were and I dont think thats changed much. So as you move up you find you need to have those skill/stat buffs to be able to hunt at times. That means most of our augmentation spells are prime ground for learning.

Now if the goal is to add traps to HOL, that probably means you will move HOL to 2 slots because of it. You know as I see it for a young ranger they need a couple things to help them. Ability to boost their skinning, ability to help learn climbing or swimming better, Maybe a boost to a weapon in STW, and the ability to be able to find a way to train all the magic skills. We get slots every other level through circle 100, so it takes a while to get spells when you end up with over half of them at 2 to 3 slots. Thats why I usually pick things out for young folks that are 1 slot. Get them enough spells early they can at least train all magics by circle 16. But the way your heading thats not going to be the case. And really forest walkers boon? No one used it before so it better change a lot from what it was. And there was a reason we did not use it.

Ranger pfanston and his soggy pup.
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Re: Ranger Magic 3.1 on 11/21/2013 12:25 AM CST
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Beseeches are so broken at this point they are almost useless to get. Almost all of the beseeches other than the freebies need to have a near perfect bonus to get and you can barely keep it good enough out there to get the beseech. So many I know who have tried lately have given up getting them because there is only 1 place near any of them to get the beseech to perfect and then you go out working on it and pretty quick its down below what you need to get the beseech completed. Then someone sounds off at use Memory of nature. well at circle 35 or 40 or 50 most them cant cast it at all or high enough to give them more than 5 min. Ive pretty much given up on beseechs. The only one ive done anything with is beseech sun to dry to see if it can be improved with some kind of skill to produce better dried herbs. Otherwise its going to be useless to a better pyramid and again unused.

Ranger Pfanston and his soggy pup.
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Re: Ranger Magic 3.1 on 11/21/2013 04:29 AM CST
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>>any chance that our beseeches will be looked at anytime soon?

Maybe. I'd like to get something done for Rangers once this push is done, either directed at beseeches, scouting skill, or companions.

>>Did yall consider the total cost of all a guilds spells versus the number of spell slots that they are able to get when deciding to up the slot costs on most spells?

No, we only really looked at the totals once we finished doing the individual spell math. The goal has never been to fill up the slots folks will have by 150th/200th, but to have a fair slot cost for what the spell itself does.


FGM Ricinus
Logistics Lead
Magic, Sentients Team Member
Cleric Advocate
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Re: Ranger Magic 3.1 on 11/21/2013 06:46 AM CST
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>> I'd like to get something done for Rangers once this push is done, either directed at beseeches, scouting skill, or companions.

Companions, companions, a thousand times companions.
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Re: Ranger Magic 3.1 on 11/21/2013 10:35 AM CST
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Why not tie in Wisdom of the Pack with new Companions we have been asking for, for 10 years. When we have the companion out with us, and cast the wisdom of the pack, the companion packs up and hunts with us. Tracks for us and we can follow, things like that.

Arct
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Re: Ranger Magic 3.1 on 11/21/2013 12:47 PM CST
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> Why not tie in Wisdom of the Pack with new Companions we have been asking for, for 10 years. When we have the companion out with us, and cast the wisdom of the pack, the companion packs up and hunts with us. Tracks for us and we can follow, things like that.

That would require writing an entire new companion system. Making it give a Tactics buff requires ticking a box.
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Re: Ranger Magic 3.1 on 11/21/2013 01:05 PM CST
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And how would that be a bad thing? Not like the current system has been updated or is even in the process to be updated, or even operates remotely as it was envisioned years ago. So why shouldn't be completely re-written to be more effective? Oh yeah that would require someone actually wanting to do it and then finishing it up. I think we are on what 10 years of wiating for it to be done?

Arct
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Re: Ranger Magic 3.1 on 11/21/2013 01:13 PM CST
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> And how would that be a bad thing?

One is going to happen in the next few weeks, the other is not.

> So why shouldn't [the companion system] be completely re-written to be more effective?

It should. And when that eventually happens, if there's a place for a spell that interacts with it, the spell will be written then. WOTP needs something to do now.
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Re: Ranger Magic 3.1 on 11/23/2013 09:06 PM CST
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<<That would require writing an entire new companion system

What exactly do you think is the plan for companions? They have needed to be completely rewritten for over 10 years.

Falker
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Re: Ranger Magic 3.1 on 11/23/2013 09:08 PM CST
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> What exactly do you think is the plan for companions?

I think I answered this in the preceding post.
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Re: Ranger Magic 3.1 on 11/25/2013 11:33 AM CST
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It would seem to me, that just based on the name it would have something do with bolstering hunting in groups, or hunting with companions. So why not tie it in with a companion re-write. Would it hurt anyone that bad to not have that spell until it was done? I only used the spell to learn magic, nothing else personally. Plus maybe it is an incentive to get companions finally done after so long.

Arct
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Re: Ranger Magic 3.1 on 11/26/2013 08:14 PM CST
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<<I think I answered this in the preceding post.

Which means you dont know. Companions are slated for a complete re-write. We just need a GM to actually do it. There isnt much point in doing anything small with companions because it needs and is going to get a complete re-write. No point in band-aiding a fluff system at this point.

Falker
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