Are there any plans on what to do with this spell? The write up on it, describes it as -hindering. Couldn't this be a simple solution? It lowers the hindrance of worn armor.
I understand this prob. has been suggested before, but the forums make back searching hard to do.
Thanks.
Y'ntrel Sechra on 04/05/2015 08:20 AM CDT
Re: Y'ntrel Sechra on 04/05/2015 08:33 AM CDT
Re: Y'ntrel Sechra on 04/05/2015 08:36 AM CDT
Re: Y'ntrel Sechra on 04/05/2015 09:00 AM CDT
You're right. Thieves do. And what's that effectively boost? Stealthy stuff. Which they're primary at.
What does an armor hindrance reduce do? Boost Evasion. Which Warrior Mages are tert at.
Could YS be redesigned as a damage barrier? Sure. I suppose. That might even be what we end up doing with it - though I rather see us find a way to make armor boosters actually useful to players.
-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
What does an armor hindrance reduce do? Boost Evasion. Which Warrior Mages are tert at.
Could YS be redesigned as a damage barrier? Sure. I suppose. That might even be what we end up doing with it - though I rather see us find a way to make armor boosters actually useful to players.
-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
Re: Y'ntrel Sechra on 04/05/2015 09:22 AM CDT
I guess I took your statement to mean, the guilds have tert. to counterbalance strengths. Thieves were given a way to slide around one of these tert. counterbalances. It seems like you saying, that is was meant to allow them to slide around the counterbalance.
Damage buffer seems like a nice idea. Winds fill in the gap, and buffer damage.
Re: Y'ntrel Sechra on 04/05/2015 10:19 AM CDT
>I guess I took your statement to mean, the guilds have tert. to counterbalance strengths. Thieves were given a way to slide around one of these tert. counterbalances. It seems like you saying, that is was meant to allow them to slide around the counterbalance.
Not...really? Thieves got a stealth boost. It only works on the stealth part of the armor (not protection or hindrance), and it works 'best' on light armor. YS was a massive armor hindrance reduction which basically made WMs able to wear plate with penalties similar to Paladins, and it's not intended to allow people to use skills in set A to completely overcome skills in set B (yes, there are a few exceptions, but they're just that).
Also, thieves are in a kinda 'meh' place as far as magic goes anyway, I wouldn't be pointing jealous fingers at them for khri dampen. Quite literally everything thieves get is 'ok you hide better now' in some fashion. WMs, on the flip side, have access to a metric ton of direct damage, debilitators, buffs, boosts, a couple of damage over time abilities (which are unique in DR).
What WMs don't have is an armor booster (except that shield one...) or a hiding booster (except rising mists...). Unless they want to take up sorcery and get some spell scrolls. Which, again, thieves can't do.
>Damage buffer seems like a nice idea. Winds fill in the gap, and buffer damage.
If you're not aware, there is a barrier spell review slated at some point; the GMs think barriers are grossly over powered (because they are), and were not intended to be as omnipresent as they have become since 3.1. So don't get your hopes up about it, is all.
Not...really? Thieves got a stealth boost. It only works on the stealth part of the armor (not protection or hindrance), and it works 'best' on light armor. YS was a massive armor hindrance reduction which basically made WMs able to wear plate with penalties similar to Paladins, and it's not intended to allow people to use skills in set A to completely overcome skills in set B (yes, there are a few exceptions, but they're just that).
Also, thieves are in a kinda 'meh' place as far as magic goes anyway, I wouldn't be pointing jealous fingers at them for khri dampen. Quite literally everything thieves get is 'ok you hide better now' in some fashion. WMs, on the flip side, have access to a metric ton of direct damage, debilitators, buffs, boosts, a couple of damage over time abilities (which are unique in DR).
What WMs don't have is an armor booster (except that shield one...) or a hiding booster (except rising mists...). Unless they want to take up sorcery and get some spell scrolls. Which, again, thieves can't do.
>Damage buffer seems like a nice idea. Winds fill in the gap, and buffer damage.
If you're not aware, there is a barrier spell review slated at some point; the GMs think barriers are grossly over powered (because they are), and were not intended to be as omnipresent as they have become since 3.1. So don't get your hopes up about it, is all.
Re: Y'ntrel Sechra on 04/05/2015 10:54 AM CDT
>a couple of damage over time abilities (which are unique in DR).
No DoT ability was converted in 3.0, because they could not be made desirable in the 3.0 balance math. I'm not sure an actual mathemetician did that math but whatever, WMs can only do direct damage or enhance direct damage.
>Forgive my snark, but welcome to the life of a warrior mage.
No DoT ability was converted in 3.0, because they could not be made desirable in the 3.0 balance math. I'm not sure an actual mathemetician did that math but whatever, WMs can only do direct damage or enhance direct damage.
>Forgive my snark, but welcome to the life of a warrior mage.
Re: Y'ntrel Sechra on 04/05/2015 11:30 AM CDT
>>> I wouldn't be pointing jealous fingers at them for khri dampen
Def. not pointing a finger at them for Khri Dampen, or suggesting that they be nerfed. Thieves are in a pretty good spot in my opinion, and others. I have one of them also. They are once again, at a very strong spot PVP wise.
I know something is supposed to be done with Y'Ntrel, since it is pretty MEH, at the moment.
Re: Y'ntrel Sechra on 04/05/2015 12:46 PM CDT
What about pulsing active absorb buff to armor?
You get hit for what would be damage, the air cushion inside your armor absorbs it and "deflates" and after x time the buff comes back.
If you would be crit, it's changed to a normal hit and the spell is consumed.
"Game balance is sobbing over in the corner as it considers the ramifications of AoE Blufmor Garaen. Your spell slots send their condolences." - GM Raesh
You get hit for what would be damage, the air cushion inside your armor absorbs it and "deflates" and after x time the buff comes back.
If you would be crit, it's changed to a normal hit and the spell is consumed.
"Game balance is sobbing over in the corner as it considers the ramifications of AoE Blufmor Garaen. Your spell slots send their condolences." - GM Raesh
Re: Y'ntrel Sechra on 04/05/2015 02:00 PM CDT
Re: Y'ntrel Sechra on 04/05/2015 02:23 PM CDT
Re: Y'ntrel Sechra on 04/05/2015 02:31 PM CDT
>> That's a damage barrier, except with very complex unique mechanics.
Yeah apologies, I was running on the assumption YS would be converted to a barrier spell.
A skill boost doesn't really do anything for us (current iteration), an armor enhancer has caps to deal with, as well as upcoming enchantment system.
I don't really see a place for it other than as a barrier spell that messages like armor (maybe the effectiveness could be impacted by the armor type? how good is this going to be with cloth vs plate etc)
Yeah it's complex, but so are we. :3
"Game balance is sobbing over in the corner as it considers the ramifications of AoE Blufmor Garaen. Your spell slots send their condolences." - GM Raesh
Re: Y'ntrel Sechra on 04/05/2015 05:38 PM CDT
>>What about having it affect only stealth hinderance, but double as a buff/debuff.
Stealth is not something we're going to encourage through the Warrior Mage spellbook.
>>Yeah it's complex, but so are we. :3
My point is I'd never write the Rube Goldbergian spell when I could do the same thing with existing mechanics.
Should Warrior Mages have a physical damage barrier? Likely. We'll see where they stand after the barrier review. Should that barrier be YS? That's a more debatable question.
-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
Stealth is not something we're going to encourage through the Warrior Mage spellbook.
>>Yeah it's complex, but so are we. :3
My point is I'd never write the Rube Goldbergian spell when I could do the same thing with existing mechanics.
Should Warrior Mages have a physical damage barrier? Likely. We'll see where they stand after the barrier review. Should that barrier be YS? That's a more debatable question.
-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
Re: Y'ntrel Sechra on 04/05/2015 06:54 PM CDT
>My point is I'd never write the Rube Goldbergian spell when I could do the same thing with existing mechanics.
I'd rather not have the existing mechanics for the reason that they're existing. If I wanted an existing mechanic I'd have rolled the class that already had it. On the other hand, replicating existing mechanics has been a seemingly better fit for DR's level of development manpower... so maybe DR just can't be that game.
>Forgive my snark, but welcome to the life of a warrior mage.
I'd rather not have the existing mechanics for the reason that they're existing. If I wanted an existing mechanic I'd have rolled the class that already had it. On the other hand, replicating existing mechanics has been a seemingly better fit for DR's level of development manpower... so maybe DR just can't be that game.
>Forgive my snark, but welcome to the life of a warrior mage.
Re: Y'ntrel Sechra on 04/05/2015 06:55 PM CDT
Re: Y'ntrel Sechra on 04/05/2015 07:22 PM CDT
>>RIP Rising Mist.
I should say encourage further. Rising Mist is the poster child of a legacy spell that we let survive the 3.0 conversion, but would almost certainly not be developed today.
-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
I should say encourage further. Rising Mist is the poster child of a legacy spell that we let survive the 3.0 conversion, but would almost certainly not be developed today.
-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
Re: Y'ntrel Sechra on 04/05/2015 07:23 PM CDT
>>I'd rather not have the existing mechanics for the reason that they're existing.
I think you misunderstand. That's like saying "I don't want a TM spell because everyone else has TM spells".
I'm just saying I'm not going to spend dozens of hours building a unique way for a barrier to work when I could, instead, spend 5 minutes plugging the proper values and running it through the code I know works. Particularly when the end result is functionally identical 99% of the time.
-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
I think you misunderstand. That's like saying "I don't want a TM spell because everyone else has TM spells".
I'm just saying I'm not going to spend dozens of hours building a unique way for a barrier to work when I could, instead, spend 5 minutes plugging the proper values and running it through the code I know works. Particularly when the end result is functionally identical 99% of the time.
-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
Re: Y'ntrel Sechra on 04/05/2015 07:48 PM CDT
Re: Y'ntrel Sechra on 04/05/2015 08:10 PM CDT
>That's like saying "I don't want a TM spell because everyone else has TM spells".
Well, yeah. I've been trying to convey that message. I do not want another TM spell because everyone else, me included, has TM spells. We used to believe that everyone getting TM spells was going to mean that in the long run TM spells would see better development, but honestly I think that promise has sort of deflated in the end... Everyone has TM spells and TM is... still not a very good skill that people seem to want to develop for. Mostly we hear about how much work it is to write TM damage messaging.
I want frostbite's old progressive skin bleed, I want static discharge's nerve blasting, I want the ice patch random neck snap, I want to set things on fire and cut off their air supply and somehow inflict drowning mechanics on them and do something else than another TM attack.
I don't want to say I think this is a practical or attainable thing, it's probably not for DR and not for the kind of game DR has evolved into...
...but seriously maybe no more TM spells.
Unless they also do something else? Then maybe? Thinking about this, I'm not totally sure I'd even want it in that case. Fireball is a pretty cool spell right now, but I'm kind of happy with just ALA. It does the job and it has very cool messaging. Sometimes I cast geyser for water charge. Sometimes I cast LB for variety, but I haven't touched the rest of my TM spells in awhile.
>Forgive my snark, but welcome to the life of a warrior mage.
Well, yeah. I've been trying to convey that message. I do not want another TM spell because everyone else, me included, has TM spells. We used to believe that everyone getting TM spells was going to mean that in the long run TM spells would see better development, but honestly I think that promise has sort of deflated in the end... Everyone has TM spells and TM is... still not a very good skill that people seem to want to develop for. Mostly we hear about how much work it is to write TM damage messaging.
I want frostbite's old progressive skin bleed, I want static discharge's nerve blasting, I want the ice patch random neck snap, I want to set things on fire and cut off their air supply and somehow inflict drowning mechanics on them and do something else than another TM attack.
I don't want to say I think this is a practical or attainable thing, it's probably not for DR and not for the kind of game DR has evolved into...
...but seriously maybe no more TM spells.
Unless they also do something else? Then maybe? Thinking about this, I'm not totally sure I'd even want it in that case. Fireball is a pretty cool spell right now, but I'm kind of happy with just ALA. It does the job and it has very cool messaging. Sometimes I cast geyser for water charge. Sometimes I cast LB for variety, but I haven't touched the rest of my TM spells in awhile.
>Forgive my snark, but welcome to the life of a warrior mage.
Re: Y'ntrel Sechra on 04/05/2015 09:24 PM CDT
Two things got lost in the TM directive mostly, which were not meant to be loss:
1) Stat contest spells doing damage is fine as long as the result isn't a bleeding wound or death.
2) We can totally do status effects as TM spells, coupled with damage or not, we just haven't except for one Empath spell.
My beef was and, if it came up, still is that nobody should get to hunt and kill with a spell that isn't going through a traditional skill / combat contest setup. This was part of a larger project of bringing the Magic Tert spells kicking and screaming into equality with the Magic Prime spells, since in the early years of DR the Terts often had pound for pound much more potent spells.
I regret a number of things about the transition (not the grandfathering thing, though!), but mostly that I both then and at 3.0 I didn't push hard enough to murder Stat Contest spells right there.
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
1) Stat contest spells doing damage is fine as long as the result isn't a bleeding wound or death.
2) We can totally do status effects as TM spells, coupled with damage or not, we just haven't except for one Empath spell.
My beef was and, if it came up, still is that nobody should get to hunt and kill with a spell that isn't going through a traditional skill / combat contest setup. This was part of a larger project of bringing the Magic Tert spells kicking and screaming into equality with the Magic Prime spells, since in the early years of DR the Terts often had pound for pound much more potent spells.
I regret a number of things about the transition (not the grandfathering thing, though!), but mostly that I both then and at 3.0 I didn't push hard enough to murder Stat Contest spells right there.
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
Re: Y'ntrel Sechra on 04/05/2015 10:33 PM CDT
Re: Y'ntrel Sechra on 04/05/2015 10:34 PM CDT
>1) Stat contest spells doing damage is fine as long as the result isn't a bleeding wound or death.
Can you expand on this one a bit more? Wounds other than bleeding are acceptable? And anything short of death is acceptable (that's a broad statement from me, but I'm not sure how to clarify it reasonably)?
Can you expand on this one a bit more? Wounds other than bleeding are acceptable? And anything short of death is acceptable (that's a broad statement from me, but I'm not sure how to clarify it reasonably)?
Re: Y'ntrel Sechra on 04/05/2015 10:38 PM CDT
Re: Y'ntrel Sechra on 04/05/2015 10:39 PM CDT
I'll add:
3) Removal of damage tiers was not suppose to make all the TM spells feel alike.
But... it sorta did. Part of this is the nature of the beast (Turns out it's harder than you'd think to notice that your fireball is murdering that creature with low fire resistance compared to your slice spell that just does normal damage to it).
The other part is that some of the more unique spells didn't make it in the 3.0 conversion. I'd till like those to come back, but it's understandable what happened - Roughly five people converted hundreds of spells. And then wrote a bunch more spells. And then revised all of them a bunch of times.
This also means that we didn't get some of the niftier things out that we can actually do with TM now - or would like to do and have an idea how to build it, but haven't done it yet. (DoTs being the classic example here).
In short - no. We're not happy with the overall status of TM right now. Not because the damage isn't roughly where we want it, but because it's blander than we'd like it to be.
-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
3) Removal of damage tiers was not suppose to make all the TM spells feel alike.
But... it sorta did. Part of this is the nature of the beast (Turns out it's harder than you'd think to notice that your fireball is murdering that creature with low fire resistance compared to your slice spell that just does normal damage to it).
The other part is that some of the more unique spells didn't make it in the 3.0 conversion. I'd till like those to come back, but it's understandable what happened - Roughly five people converted hundreds of spells. And then wrote a bunch more spells. And then revised all of them a bunch of times.
This also means that we didn't get some of the niftier things out that we can actually do with TM now - or would like to do and have an idea how to build it, but haven't done it yet. (DoTs being the classic example here).
In short - no. We're not happy with the overall status of TM right now. Not because the damage isn't roughly where we want it, but because it's blander than we'd like it to be.
-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
Re: Y'ntrel Sechra on 04/05/2015 10:49 PM CDT
> Not because the damage isn't roughly where we want it
Everyone knew a BG nerf was inbound...I think it feels a bit heavy handed, but whatever.
If the damage of TM in general is roughly on target (ha), I assume that there are still a handful outlier cases of "overpowered" stuff to be tweaked still (AE was mentioned as an example).
Like these outliers above the median, is there stuff that also needs to be brought up a few notches in effectiveness/usability?
-Starlear Warrior Mage and Lieutenant of Ilithi's Crystal Vanguard -
Everyone knew a BG nerf was inbound...I think it feels a bit heavy handed, but whatever.
If the damage of TM in general is roughly on target (ha), I assume that there are still a handful outlier cases of "overpowered" stuff to be tweaked still (AE was mentioned as an example).
Like these outliers above the median, is there stuff that also needs to be brought up a few notches in effectiveness/usability?
-Starlear Warrior Mage and Lieutenant of Ilithi's Crystal Vanguard -
Re: Y'ntrel Sechra on 04/05/2015 11:04 PM CDT
Thanks Armifer & Raesh, I like you more than I did earlier today. (Especially you Raesh) :)
If you two aren't involved in crafting, kindly fix magic. (the "players are excited" fix, not the "lets nerf more spells in preparation for fun magic later" fix)
Or if you need a break from crafting, so long as it's not enchanting.
Can I get you some Dew or pretzels? Seriously, I'll hit Amazon right now.
What's Javac working on?
I love coffee.
"Game balance is sobbing over in the corner as it considers the ramifications of AoE Blufmor Garaen. Your spell slots send their condolences." - GM Raesh
If you two aren't involved in crafting, kindly fix magic. (the "players are excited" fix, not the "lets nerf more spells in preparation for fun magic later" fix)
Or if you need a break from crafting, so long as it's not enchanting.
Can I get you some Dew or pretzels? Seriously, I'll hit Amazon right now.
What's Javac working on?
I love coffee.
"Game balance is sobbing over in the corner as it considers the ramifications of AoE Blufmor Garaen. Your spell slots send their condolences." - GM Raesh
Re: Y'ntrel Sechra on 04/05/2015 11:07 PM CDT
>(Turns out it's harder than you'd think to notice that your fireball is murdering that creature with low fire resistance compared to your slice spell that just does normal damage to it).
I felt there was a really good example of this principle was discussed by Stardock's Derek Paxton two years ago, when they dropped (physical) damage types entirely from a game. Unlike DR, that game had visible numbers so it's not just DR's number obfuscation, relative damage ammounts may just require more numeracy to be intuited than the average person possesses.
"I've also removed cutting/blunt/pierce damage. The goal of those damage types was to make the weapons different from each other. To make an axe different than a hammer. But the majority of players ignored or were unaware of the differences and were left feeling like battles were less strategic because the defense strengths or weaknesses didn't impact their strategy.
Now the weapons have special abilities. Spears have Impale, which strikes an enemy and the unit behind them. Axes have Cleave, which can strike 3 units that are all adjacent to the attacker. Crossbows have been added to the game and they are powerful short range weapons, they strike through 5 enemy units in a line. Even shields give a Shield Bash ability which does the units normal attack damage and can knock the victim back a tile (which is good for controlling swarm bonuses from your units and your opponents). Because of these abilities, different weapons feel very different from each other and we no longer needed the stat differences that damage types offered. In other words, stats differences are okay differentiators, game play differences are better."
( http://forums.elementalgame.com/439970 )
>Forgive my snark, but welcome to the life of a warrior mage.
I felt there was a really good example of this principle was discussed by Stardock's Derek Paxton two years ago, when they dropped (physical) damage types entirely from a game. Unlike DR, that game had visible numbers so it's not just DR's number obfuscation, relative damage ammounts may just require more numeracy to be intuited than the average person possesses.
"I've also removed cutting/blunt/pierce damage. The goal of those damage types was to make the weapons different from each other. To make an axe different than a hammer. But the majority of players ignored or were unaware of the differences and were left feeling like battles were less strategic because the defense strengths or weaknesses didn't impact their strategy.
Now the weapons have special abilities. Spears have Impale, which strikes an enemy and the unit behind them. Axes have Cleave, which can strike 3 units that are all adjacent to the attacker. Crossbows have been added to the game and they are powerful short range weapons, they strike through 5 enemy units in a line. Even shields give a Shield Bash ability which does the units normal attack damage and can knock the victim back a tile (which is good for controlling swarm bonuses from your units and your opponents). Because of these abilities, different weapons feel very different from each other and we no longer needed the stat differences that damage types offered. In other words, stats differences are okay differentiators, game play differences are better."
( http://forums.elementalgame.com/439970 )
>Forgive my snark, but welcome to the life of a warrior mage.
Re: Y'ntrel Sechra on 04/06/2015 07:42 AM CDT
>>Can you expand on this one a bit more? Wounds other than bleeding are acceptable? And anything short of death is acceptable (that's a broad statement from me, but I'm not sure how to clarify it reasonably)?
The actual rule is open to interpretation because only Mental Blast actually kept its damage, but yes, the spirit of it is that SvS spells can do minor damage. It was meant to allow for stuff like Branch Break still causing head trauma or Ice Patch scraping knees.
It didn't work out that way, half because of workload issues and half because of Behind the Scenes Stuff I Will Not Get Into. These days? I dunno, as loudly as some posters have honked "Playability not realism!" in the past few days I'm not especially moved to, like, invest in the realism of these spells causing damage right now. I need a palette cleanser before I can seriously think about it.
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
The actual rule is open to interpretation because only Mental Blast actually kept its damage, but yes, the spirit of it is that SvS spells can do minor damage. It was meant to allow for stuff like Branch Break still causing head trauma or Ice Patch scraping knees.
It didn't work out that way, half because of workload issues and half because of Behind the Scenes Stuff I Will Not Get Into. These days? I dunno, as loudly as some posters have honked "Playability not realism!" in the past few days I'm not especially moved to, like, invest in the realism of these spells causing damage right now. I need a palette cleanser before I can seriously think about it.
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
Re: Y'ntrel Sechra on 04/06/2015 08:14 AM CDT
Re: Y'ntrel Sechra on 04/06/2015 08:19 AM CDT
I've been giving serious thought about forging ahead with the Redemption quest, since really the only thing that's missing for them is the quest.
But DR in general is going to wait a few weeks. I have a few RL things coming up in the next few weeks (including my comprehensive exams), and I've found myself more irritated by the forums than I should. So it's time for me to step back for a little bit.
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
But DR in general is going to wait a few weeks. I have a few RL things coming up in the next few weeks (including my comprehensive exams), and I've found myself more irritated by the forums than I should. So it's time for me to step back for a little bit.
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
Re: Y'ntrel Sechra on 04/06/2015 10:01 AM CDT
Re: Y'ntrel Sechra on 04/06/2015 12:54 PM CDT
Re: Y'ntrel Sechra on 04/06/2015 02:09 PM CDT
Re: Y'ntrel Sechra on 04/06/2015 02:29 PM CDT
>I have a few RL things coming up in the next few weeks (including my comprehensive exams)
That sounds really stressful. Good luck!
>YS
What if YS protected against forced prone and kneeling? Then again, that might be a little redundant given SUF's functionality. Also, what about all the kilt wearers? Bad idea, I suppose.
There's always a ranged accuracy ward, which makes sense but ugh... another barrier.
That sounds really stressful. Good luck!
>YS
What if YS protected against forced prone and kneeling? Then again, that might be a little redundant given SUF's functionality. Also, what about all the kilt wearers? Bad idea, I suppose.
There's always a ranged accuracy ward, which makes sense but ugh... another barrier.
Re: Y'ntrel Sechra on 04/06/2015 03:40 PM CDT
The mantra should be fun trumps playability trumps realism. Moon mages probably have this mix down best; many of their abilities are so burdened with 'fun' they are nearly unplayable but still very good, very fun abilities.
It's ought never be about realism realism's only place in a game is to avoid being incomprehensible; damage variety is a pure fun/playability concern.
Oh well though, warrior mages are still fun, look at the numbers of players who prefer them alone! I think much less fun than they used to be, though.
>Forgive my snark, but welcome to the life of a warrior mage.
It's ought never be about realism realism's only place in a game is to avoid being incomprehensible; damage variety is a pure fun/playability concern.
Oh well though, warrior mages are still fun, look at the numbers of players who prefer them alone! I think much less fun than they used to be, though.
>Forgive my snark, but welcome to the life of a warrior mage.
Re: Y'ntrel Sechra on 04/06/2015 10:02 PM CDT
One thing that irritates me is bow training and arm worn shield. Bow is on the Spheres of Influence list for Warrior Mages. Spell that floats my shield 'by' my arm so I can load and fire without hindrance would be awesome. I train every weapon because it is fun and shield hindering bow (What's the offset btw of tailwind when that is on), getting beat on because 1 defense vs. things your evasion is 2x the ranks to handle doesn't work or endless RT from hang back are all terrible options. Or keep the load RT but get rid of the hindering shots.
I honestly still don't completely get how this works. But here's the info...
##Spheres of Influence: Each guild now has a defined set of skills and stats for which they have a special affinity
https://elanthipedia.play.net/mediawiki/index.php/Spheres_of_Influence
Spheres of Influence are the areas in which a guild is considered to have special affinity, and thus higher caps when they are enhanced through abilities and spells.
The maximum cap on bonuses for out of sphere spells is 75% of in sphere caps.
Warrior Mage
Tactics Wisdom
Appraisal Intelligence
Mechanical Lore Strength
Scholarship
Enchanting
Forging
Athletics
Evasion
Summoning
Sorcery
Warding
Utility
Debilitation
Augmentation
TM
Arcana
Attunement
Elemental Magic
Melee Mastery
Offhand
Brawling
Staves
Bow
Two Handed Blunt
Large Blunt
Two Handed Edged
Large Edged
Parry Ability
Shield Usage
[20:11] Chatter[Arathael] Usually only get skill when it's successful.
[20:13] Chatter[Morpion] Thats why Arathael has 0.00 ranks in Getting Girls
[20:14] Chatter[Arathael] =(
I honestly still don't completely get how this works. But here's the info...
##Spheres of Influence: Each guild now has a defined set of skills and stats for which they have a special affinity
https://elanthipedia.play.net/mediawiki/index.php/Spheres_of_Influence
Spheres of Influence are the areas in which a guild is considered to have special affinity, and thus higher caps when they are enhanced through abilities and spells.
The maximum cap on bonuses for out of sphere spells is 75% of in sphere caps.
Warrior Mage
Tactics Wisdom
Appraisal Intelligence
Mechanical Lore Strength
Scholarship
Enchanting
Forging
Athletics
Evasion
Summoning
Sorcery
Warding
Utility
Debilitation
Augmentation
TM
Arcana
Attunement
Elemental Magic
Melee Mastery
Offhand
Brawling
Staves
Bow
Two Handed Blunt
Large Blunt
Two Handed Edged
Large Edged
Parry Ability
Shield Usage
[20:11] Chatter[Arathael] Usually only get skill when it's successful.
[20:13] Chatter[Morpion] Thats why Arathael has 0.00 ranks in Getting Girls
[20:14] Chatter[Arathael] =(
Re: Y'ntrel Sechra on 04/06/2015 10:33 PM CDT
>>The mantra should be fun trumps playability trumps realism. Moon mages probably have this mix down best; many of their abilities are so burdened with 'fun' they are nearly unplayable but still very good, very fun abilities.
You have a very interesting working definition of playability.
-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
You have a very interesting working definition of playability.
-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
Re: Y'ntrel Sechra on 04/07/2015 04:05 PM CDT
Re: Y'ntrel Sechra on 04/07/2015 04:59 PM CDT
<<Can you share what, precisely, you imagine his/her definition of playability to be, and explain how it differs from your own?
Well, he just stated that a lot of Moon Mage abilities are nearly unplayable. As a primary player of a Moon Mage, I too was a little befuddled by that statement. I suppose he's equating restrictions like moons or time of day with unplayability. There's nothing really unplayable about Moon Mages, except perhaps Teleologic Sorcery, but that's kind of the point of that. /shrug
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
Well, he just stated that a lot of Moon Mage abilities are nearly unplayable. As a primary player of a Moon Mage, I too was a little befuddled by that statement. I suppose he's equating restrictions like moons or time of day with unplayability. There's nothing really unplayable about Moon Mages, except perhaps Teleologic Sorcery, but that's kind of the point of that. /shrug
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
Re: Y'ntrel Sechra on 04/07/2015 05:32 PM CDT
I took it to mean that most guilds would absolutely hate the level of 'fun' built into moon mage spells/abilities if it were applied to their own spells/abilities (and consider them unplayable).
Easter eggs are fun, especially useful easter eggs.
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
Easter eggs are fun, especially useful easter eggs.
Vote:
http://www.topmudsites.com/vote-DragonRealms.html