Hi everybody!
Gamemaster Konacon here to talk to YOU about the latest and greatest addition to popping boxes! All you've gotta do to get started is get 1, that's right I said just ONE, rank in Elemental Lore, Water to get started!
Now I can hear you saying, "But Konacon, what could you -possibly- have to offer me that would make me want to spend my hard earned training points on ranks in water lore?"
Well. You never let me finish! On a seed 1 modifier (That's 1, 3, 6, 10, 15, and then more numbers. I could go higher but I don't want to and you can't make me!) every UNsuccessful cast of 407 will now corrode the lock on that box that has been sitting in your inventory closed for the past 4 years reducing its difficulty UP to 10% of the total lock's difficulty! Confused? Don't be! I HAZ EXAMPLS
Let's say you had some lock with a 500 difficulty, and you're sitting on 55 ranks of water lore (Why don't you have more you bum?!). Each unsuccessful cast would cause the lock's difficulty to reduce by 10 points all the way down to 450! So... What are you waiting for? Head to your nearest trainer and get some more ranks in water lore today!
Questions? Comments? Endless praise? Feel free to send them all my way!
~ Konacon
HSN: ELR - Unlock (407) Updated! on 08/21/2015 11:39 AM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 11:44 AM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 11:44 AM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 11:45 AM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 11:49 AM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 11:49 AM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 11:50 AM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 11:52 AM CDT
> Would this also mean it makes the box easier to pop? Or is popping success not attached to lock level?
Good question! This DOES, in fact, make boxes easier to pop.
One other thing to note is that the rotting effect lasts 60 seconds and the duration is refreshed to with each cast.
~ Konacon
Good question! This DOES, in fact, make boxes easier to pop.
One other thing to note is that the rotting effect lasts 60 seconds and the duration is refreshed to with each cast.
~ Konacon
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 11:53 AM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 12:02 PM CDT
>> Well. You never let me finish! On a seed 1 modifier (That's 1, 3, 6, 10, 15, and then more numbers. I could go higher but I don't want to and you can't make me!) every UNsuccessful cast of 407 will now rot the lock on that box that has been sitting in your inventory closed for the past 4 years reducing its difficulty UP to 10% of the total lock's difficulty! Confused? Don't be! I HAZ EXAMPLS
>> Questions? Comments? Endless praise? Feel free to send them all my way!
Step 1) Pretty nifty!
Step 2) Go to Step 1.
And in case you skipped ahead or got tired of the endless praise, what would move this update from 'pretty nifty' to 'really nifty' would be if there was a way to cast the spell to rot the lock without any chance of successfully opening the box because, you really just wanted to rot the lock.
But even with that aside I like it! You're starting to convince me to put water lore training on the wish list for my higher level rogue.
Questions: This only works for locks on boxes, correct? And you have to be holding the box for it to work at all?
-- Robert
"All wizards are beginners; some of us have just been beginning longer!"
>> Questions? Comments? Endless praise? Feel free to send them all my way!
Step 1) Pretty nifty!
Step 2) Go to Step 1.
And in case you skipped ahead or got tired of the endless praise, what would move this update from 'pretty nifty' to 'really nifty' would be if there was a way to cast the spell to rot the lock without any chance of successfully opening the box because, you really just wanted to rot the lock.
But even with that aside I like it! You're starting to convince me to put water lore training on the wish list for my higher level rogue.
Questions: This only works for locks on boxes, correct? And you have to be holding the box for it to work at all?
-- Robert
"All wizards are beginners; some of us have just been beginning longer!"
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 12:04 PM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 12:07 PM CDT
> This only works for locks on boxes, correct? And you have to be holding the box for it to work at all?
1) This should work on any lock that 407 can work on. That may or may not be box-only.
2) You shouldn't have to be holding the box for this to work. Let me know if you find evidence suggesting that you do need to be holding it.
~ Konacon
1) This should work on any lock that 407 can work on. That may or may not be box-only.
2) You shouldn't have to be holding the box for this to work. Let me know if you find evidence suggesting that you do need to be holding it.
~ Konacon
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 12:13 PM CDT
>> > This only works for locks on boxes, correct? And you have to be holding the box for it to work at all?
>> 1) This should work on any lock that 407 can work on. That may or may not be box-only.
>> 2) You shouldn't have to be holding the box for this to work. Let me know if you find evidence suggesting that you do need to be holding it.
>> ~ Konacon
Okay. What I was sort of asking about, indirectly, is that some private properties have pickable locks on them (for their doors and for their storage containers) but the locks historically have been impossibly difficult to pick. Being able to reduce the lock value by 10% may move these locks into an easier realm of unintended difficulty.
The reason I asked my question the way I did is that the keys that will unlock almost any box every 12 hours (or whatever time period) require that the user is holding the box in order to work (so you can't simply stroll up to a private property and unlock the door, as an example).
-- Robert
"All wizards are beginners; some of us have just been beginning longer!"
>> 1) This should work on any lock that 407 can work on. That may or may not be box-only.
>> 2) You shouldn't have to be holding the box for this to work. Let me know if you find evidence suggesting that you do need to be holding it.
>> ~ Konacon
Okay. What I was sort of asking about, indirectly, is that some private properties have pickable locks on them (for their doors and for their storage containers) but the locks historically have been impossibly difficult to pick. Being able to reduce the lock value by 10% may move these locks into an easier realm of unintended difficulty.
The reason I asked my question the way I did is that the keys that will unlock almost any box every 12 hours (or whatever time period) require that the user is holding the box in order to work (so you can't simply stroll up to a private property and unlock the door, as an example).
-- Robert
"All wizards are beginners; some of us have just been beginning longer!"
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 12:28 PM CDT
Is awesome!!!
And, I am vindicated!
Me:
>>"Shouldn't water like, rust a lockpick?!"
Tamuz:
>>We have very few ferrous metals in Elanthia. Why build with something that rusts when we've got tons of mithril...
Take THAT! Well, okay, not mithril boxes. I guess he was giving me a hint on that one...
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
And, I am vindicated!
Me:
>>"Shouldn't water like, rust a lockpick?!"
Tamuz:
>>We have very few ferrous metals in Elanthia. Why build with something that rusts when we've got tons of mithril...
Take THAT! Well, okay, not mithril boxes. I guess he was giving me a hint on that one...
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 12:50 PM CDT
ELR not even done, but, I can has more Water? This coming from a sorcerer and some extra TPs sitting around
>Elemental Lore - Water.............| 30 6 6
Also, had to HSN tag my largest contribution to gswiki: https://gswiki.play.net/mediawiki/index.php/Popping_boxes
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
>Elemental Lore - Water.............| 30 6 6
Also, had to HSN tag my largest contribution to gswiki: https://gswiki.play.net/mediawiki/index.php/Popping_boxes
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 12:59 PM CDT
"if there was a way to cast the spell to rot the lock without any chance of successfully opening the box because, you really just wanted to rot the lock." -- PeregrineFalcon
GMs take note: a perfect use for the cast/channel dichotomy. One, you're actually trying (and are willing to take the degradation as a result), and one you don't really care (and want just the degradation).
Yes, I realize that I can easily get all the degradation that I want, but usually I have to pay extra for that....
GMs take note: a perfect use for the cast/channel dichotomy. One, you're actually trying (and are willing to take the degradation as a result), and one you don't really care (and want just the degradation).
Yes, I realize that I can easily get all the degradation that I want, but usually I have to pay extra for that....
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 02:10 PM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 02:10 PM CDT
Cute intro, still another relatively useless change.
OK, this is a little better than the prior changes, in that the seed for achieving the effects is now a seed 1. But it still uses water lore. Really, guys, this blatant attempt to entice people to train in an otherwise useless lore is seriously starting to honk me off. Why not earth lore? Repeated casts of 407 result in the lock being pounded by rocks that materialize from nowhere, thus weakening the lock. Why not fire lore? Intense heat from 407 causes the metal of lock to soften. How about air lore? 407 sucks air away from the outside of the box, causing explosive decompression as the air inside the box expands rapidly.
Oh no, we can't possibly use lores that people already actually train in! Lets keep trying to shove water lore down everybody's throats instead! You know what? At this point I am resolved to never, ever train any of my gals in even 1 rank of water lore, no matter WHAT spell it enhances, for any reason whatsoever.
I wash my hands of this entire thing. Oh wait, does water lore help washing one's hands? What seed is it? Would Pontius Pilate have had an easier time of it if he had picked up a few ranks of water lore? :P
The Bells of Hell
go ding-a-ling-a-ling
for you, but not for me
OK, this is a little better than the prior changes, in that the seed for achieving the effects is now a seed 1. But it still uses water lore. Really, guys, this blatant attempt to entice people to train in an otherwise useless lore is seriously starting to honk me off. Why not earth lore? Repeated casts of 407 result in the lock being pounded by rocks that materialize from nowhere, thus weakening the lock. Why not fire lore? Intense heat from 407 causes the metal of lock to soften. How about air lore? 407 sucks air away from the outside of the box, causing explosive decompression as the air inside the box expands rapidly.
Oh no, we can't possibly use lores that people already actually train in! Lets keep trying to shove water lore down everybody's throats instead! You know what? At this point I am resolved to never, ever train any of my gals in even 1 rank of water lore, no matter WHAT spell it enhances, for any reason whatsoever.
I wash my hands of this entire thing. Oh wait, does water lore help washing one's hands? What seed is it? Would Pontius Pilate have had an easier time of it if he had picked up a few ranks of water lore? :P
The Bells of Hell
go ding-a-ling-a-ling
for you, but not for me
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 02:19 PM CDT
"Really, guys, this blatant attempt to entice people to train in an otherwise useless lore is seriously starting to honk me off." -- Throgg
and
"Oh no, we can't possibly use lores that people already actually train in! Lets keep trying to shove water lore down everybody's throats instead!" -- ibid
.
Dude. Seriously, what were you expecting from an "Elemental Lore Review"?
There Are Lores That No One Trains In.
There Are Lores That Are The Be-All/End-All For Training Paths.
What part of "review" makes you think that EITHER ONE OF THOSE FRICKIN' CONDITIONS IS GOING TO STAY THE SAME?!?!
.
"<silly examples of alternate Lores being used>" -- ibid
They said they have a comprehensive plan of scope being used for all four Lores.
This is, what... the FIFTH spell they have released details on.
They have, as I said previously, THREE FULL LISTS to work on.
Chillax.
and
"Oh no, we can't possibly use lores that people already actually train in! Lets keep trying to shove water lore down everybody's throats instead!" -- ibid
.
Dude. Seriously, what were you expecting from an "Elemental Lore Review"?
There Are Lores That No One Trains In.
There Are Lores That Are The Be-All/End-All For Training Paths.
What part of "review" makes you think that EITHER ONE OF THOSE FRICKIN' CONDITIONS IS GOING TO STAY THE SAME?!?!
.
"<silly examples of alternate Lores being used>" -- ibid
They said they have a comprehensive plan of scope being used for all four Lores.
This is, what... the FIFTH spell they have released details on.
They have, as I said previously, THREE FULL LISTS to work on.
Chillax.
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 02:23 PM CDT
Good gods.... I hope certain GMs have certain posters ignored so they don't get discouraged and plunge us back into the days when hardly anything ever got done at all.... take a step back and breath for a moment before posting folk.
Starchitin
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
Starchitin
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 02:25 PM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 02:36 PM CDT
"You know what? At this point I am resolved to never, ever train any of my gals in even 1 rank of water lore, no matter WHAT spell it enhances, for any reason whatsoever." -- Throgg
(Sorry, I got to posting before I finished actually reading what you'd said. My bad, but it was that kind of post.)
You know what? In about two weeks, when they're all done, I'm going to ask the GMs to lock your character from ever training in Lore, and sit back and go 'Neener neener.'
(Sorry, I got to posting before I finished actually reading what you'd said. My bad, but it was that kind of post.)
You know what? In about two weeks, when they're all done, I'm going to ask the GMs to lock your character from ever training in Lore, and sit back and go 'Neener neener.'
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 02:39 PM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 02:49 PM CDT
>This seems pretty awesome.
>So each failure reduces 10 points, with a max of 10%.
>Where does the seed enter into it?
Each failure reduces SEED points, with a max of 10% after stacking it, as I understand.
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
>So each failure reduces 10 points, with a max of 10%.
>Where does the seed enter into it?
Each failure reduces SEED points, with a max of 10% after stacking it, as I understand.
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 02:56 PM CDT
Just want to hop in here and say that while I can only speak for myself, I am more than happy to hear everyone's feedback whether it's positive and negative. I'm glad everyone feels comfortable enough to give us their thoughts, and I'm genuinely apologetic that some people aren't going to be pleased with all of the changes that have come and are coming in the ELR.
Thank you to EVERYONE who is taking the time to share their opinion, I appreciate it. I hope that at least some of the updates coming make the game more enjoyable for each person playing.
~ Konacon
Thank you to EVERYONE who is taking the time to share their opinion, I appreciate it. I hope that at least some of the updates coming make the game more enjoyable for each person playing.
~ Konacon
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 02:57 PM CDT
> Each failure reduces SEED points, with a max of 10% after stacking it, as I understand.
This is correct, if you have 15 ranks in water lore, each cast will reduce 5 points, up to a max of 10%. If you have 66 points, each cast will reduce 11 points up to a max of 10%.
Hopefully that clears things up a little bit.
~ Konacon
This is correct, if you have 15 ranks in water lore, each cast will reduce 5 points, up to a max of 10%. If you have 66 points, each cast will reduce 11 points up to a max of 10%.
Hopefully that clears things up a little bit.
~ Konacon
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 03:00 PM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 03:03 PM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 03:09 PM CDT
Not planning on training in water lore but this is pretty cool
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 03:32 PM CDT
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 04:52 PM CDT
If anything, I really appreciated the way you "released" this update. It made me laugh and, even if you hadn't done any work on the spell, your delivery was quite entertaining.
But you DID do some work on 407 and it looks, to me, to have some great potential. I just don't really have any charaters - yet - who would benefit/struggle with this feature. But still neat to have updates.
But you DID do some work on 407 and it looks, to me, to have some great potential. I just don't really have any charaters - yet - who would benefit/struggle with this feature. But still neat to have updates.
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 07:31 PM CDT
>><silly examples of alternate Lores being used>"
In what way is the concept that fire lore would enhance 407 by heating the lock less logical than water lore rusting it?
>>Dude. Seriously, what were you expecting from an "Elemental Lore Review"?<<
That's Dudette, if you please.
>>I hope certain GMs have certain posters ignored so they don't get discouraged and plunge us back into the days when hardly anything ever got done at all...<<
I call 'em like I see 'em.
I certainly appreciate the work that has gone into the review; I wish to make that clear. I'm certainly not belittling the dev GM's effort. But, while there are 2 posters here who proclaim themselves water mages, I suspect that few other of the many mages in Elanthia train in this. Some may train in both air and water lores to get a better DF from major shock, but I suspect they are in the minority. I an going to take an in-game poll of wizards and ask how many have water lore, and whether they have any plans to do so in view of the changes so far.
>>I'm going to ask the GMs to lock your character from ever training in Lore, and sit back and go 'Neener neener.'<<
"Neener neener"? Oh, that's mature. Hey, wouldn't bother me a bit; I have the lore training I want.
It just seems to me that the attempt to get wizards to train in the admittedly neglected water lore is somewhat artificial. Now, if they replaced Major E-Wave with Tidal Wave, a massively destructive AOE spell that required water lore to be effective, I might sit up and take notice; I rather doubt this is in the cards, however.
::This space no longer for rent::
In what way is the concept that fire lore would enhance 407 by heating the lock less logical than water lore rusting it?
>>Dude. Seriously, what were you expecting from an "Elemental Lore Review"?<<
That's Dudette, if you please.
>>I hope certain GMs have certain posters ignored so they don't get discouraged and plunge us back into the days when hardly anything ever got done at all...<<
I call 'em like I see 'em.
I certainly appreciate the work that has gone into the review; I wish to make that clear. I'm certainly not belittling the dev GM's effort. But, while there are 2 posters here who proclaim themselves water mages, I suspect that few other of the many mages in Elanthia train in this. Some may train in both air and water lores to get a better DF from major shock, but I suspect they are in the minority. I an going to take an in-game poll of wizards and ask how many have water lore, and whether they have any plans to do so in view of the changes so far.
>>I'm going to ask the GMs to lock your character from ever training in Lore, and sit back and go 'Neener neener.'<<
"Neener neener"? Oh, that's mature. Hey, wouldn't bother me a bit; I have the lore training I want.
It just seems to me that the attempt to get wizards to train in the admittedly neglected water lore is somewhat artificial. Now, if they replaced Major E-Wave with Tidal Wave, a massively destructive AOE spell that required water lore to be effective, I might sit up and take notice; I rather doubt this is in the cards, however.
::This space no longer for rent::
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 07:40 PM CDT
It feels like there's somewhat of a clash of philosophies going on here.
If currently most players are following one of a few training paths, do you make the next buffs benefit those paths (so that the most players see the change in action) or do you try and strengthen alternate training paths (to encourage more diversity in training)?
Fyonn's player
If currently most players are following one of a few training paths, do you make the next buffs benefit those paths (so that the most players see the change in action) or do you try and strengthen alternate training paths (to encourage more diversity in training)?
Fyonn's player
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 07:49 PM CDT
This is the first of the changes that is actually useful in my book. Why? The lore requirements are sufficiently low enough that they are obtainable without considerable lore investments. Tangible gains can be made by simply dabbling in a lore, or piecing together a few good enhancive items.
Unlock hits the target that 402, 403, and 404 simply missed. Hopefully, there will be some revision if/when it is shown that these spells aren't being used with the lore training behind them. That being said, further water lore additions could make these spells simply icing on the cake. We'll have to wait and see.
I'd still like seeing lower lore requirements for Minor Elemental spells, though, regardless of what changes lie ahead. Some classes simply won't be able to afford water lore outside of enhancives or FAR post cap.
Unlock hits the target that 402, 403, and 404 simply missed. Hopefully, there will be some revision if/when it is shown that these spells aren't being used with the lore training behind them. That being said, further water lore additions could make these spells simply icing on the cake. We'll have to wait and see.
I'd still like seeing lower lore requirements for Minor Elemental spells, though, regardless of what changes lie ahead. Some classes simply won't be able to afford water lore outside of enhancives or FAR post cap.
Re: HSN: ELR - Unlock (407) Updated! on 08/21/2015 09:19 PM CDT
>>Some classes simply won't be able to afford water lore outside of enhancives or FAR post cap.<<
I believe that these changes are mostly geared towards wizards. I had a sorceress who picked up 10 ranks of each elemental lore, for the effect on DC. The end result wasn't that impressive, so I dropped all that in favor of demonology and necromancy. Much better return for the investment. She might return to elemental lores later on if I ever start playing her again on a regular basis, but it certainly won't be for the purpose of popping boxes. Right now I am trying to cap my rogue, who is NOT going to pick up any elemental lores whatsoever. I seriously can't see any squares doing this until way post cap. Bards are mostly involved with air lore, and are unlikely to find the TPs for water lore until at an advanced level.
Maybe it's just me being paranoid, but I can't help but evaluate these changes in the light of the stated Simutronics aim to "slow down" wizard advancement and weaken several key spells that wizards use in combat. Something which everyone else seems to have forgotten, but which I consider quite relevant to this discussion. We are pulling a cart called GS IV, and the driver has both a lash and some carrots. Right now, we are being given some carrots, in the hope that we won't notice it so much when the lash falls. Unfortunately the carrots are stale and not very tasty, and that lash is still going to hurt.
::This space for rent::
I believe that these changes are mostly geared towards wizards. I had a sorceress who picked up 10 ranks of each elemental lore, for the effect on DC. The end result wasn't that impressive, so I dropped all that in favor of demonology and necromancy. Much better return for the investment. She might return to elemental lores later on if I ever start playing her again on a regular basis, but it certainly won't be for the purpose of popping boxes. Right now I am trying to cap my rogue, who is NOT going to pick up any elemental lores whatsoever. I seriously can't see any squares doing this until way post cap. Bards are mostly involved with air lore, and are unlikely to find the TPs for water lore until at an advanced level.
Maybe it's just me being paranoid, but I can't help but evaluate these changes in the light of the stated Simutronics aim to "slow down" wizard advancement and weaken several key spells that wizards use in combat. Something which everyone else seems to have forgotten, but which I consider quite relevant to this discussion. We are pulling a cart called GS IV, and the driver has both a lash and some carrots. Right now, we are being given some carrots, in the hope that we won't notice it so much when the lash falls. Unfortunately the carrots are stale and not very tasty, and that lash is still going to hurt.
::This space for rent::
Re: HSN: ELR - Unlock (407) Updated! on 08/22/2015 12:29 AM CDT
>I a[m] going to take an in-game poll of wizards and ask how many have water lore, and whether they have any plans to do so in view of the changes so far.
It does seem fairly agreed that water has been unpopular, prior to now. But if there are so few, it would seem to me more reason to make the lores that were weak, better. My only hope is an ATTUNE RESET will come somewhere in this.
>I believe that these changes are mostly geared towards wizards. I had a sorceress who picked up 10 ranks of each elemental lore, for the effect on DC. The end result wasn't that impressive, so I dropped all that in favor of demonology and necromancy. Much better return for the investment.
Speaking as a sorcerer myself, I'm already 1x in sorcerous lore. While I'm unlikely to invest heavily in water lore, I think up to 10 ranks for the seed 1 on this and the perks on DC don't seem so bad. If anything, I'm trading more summoning lore or some general skills; I hadn't decided what to do with those points nor my next goal.
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
It does seem fairly agreed that water has been unpopular, prior to now. But if there are so few, it would seem to me more reason to make the lores that were weak, better. My only hope is an ATTUNE RESET will come somewhere in this.
>I believe that these changes are mostly geared towards wizards. I had a sorceress who picked up 10 ranks of each elemental lore, for the effect on DC. The end result wasn't that impressive, so I dropped all that in favor of demonology and necromancy. Much better return for the investment.
Speaking as a sorcerer myself, I'm already 1x in sorcerous lore. While I'm unlikely to invest heavily in water lore, I think up to 10 ranks for the seed 1 on this and the perks on DC don't seem so bad. If anything, I'm trading more summoning lore or some general skills; I hadn't decided what to do with those points nor my next goal.
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
Re: HSN: ELR - Unlock (407) Updated! on 08/22/2015 12:53 AM CDT
>>It does seem fairly agreed that water has been unpopular, prior to now. But if there are so few, it would seem to me more reason to make the lores that were weak, better. My only hope is an ATTUNE RESET will come somewhere in this.<<
This is actually true. But the way to do this is to make the lores affect spells that a wizard might actually use. Make 903 a harder hitting spell, and water lore suddenly becomes attractive. Get that Tidal Wave spell working. Etc.
BTW, I want to compliment the devs on something not mentioned here so far; the new updates to RP verms (beam and so on). So far, I appreciate that sort of thing more then the ELR. Kudos.
::This space for rent::
This is actually true. But the way to do this is to make the lores affect spells that a wizard might actually use. Make 903 a harder hitting spell, and water lore suddenly becomes attractive. Get that Tidal Wave spell working. Etc.
BTW, I want to compliment the devs on something not mentioned here so far; the new updates to RP verms (beam and so on). So far, I appreciate that sort of thing more then the ELR. Kudos.
::This space for rent::
Re: HSN: ELR - Unlock (407) Updated! on 08/22/2015 02:06 AM CDT
>>It does seem fairly agreed that water has been unpopular, prior to now. But if there are so few, it would seem to me more reason to make the lores that were weak, better. My only hope is an ATTUNE RESET will come somewhere in this.<<
>This is actually true. But the way to do this is to make the lores affect spells that a wizard might actually use. Make 903 a harder hitting spell, and water lore suddenly becomes attractive. Get that Tidal Wave spell working. Etc.
Right but...they've only been releasing lore updates to MnE so far!
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
>This is actually true. But the way to do this is to make the lores affect spells that a wizard might actually use. Make 903 a harder hitting spell, and water lore suddenly becomes attractive. Get that Tidal Wave spell working. Etc.
Right but...they've only been releasing lore updates to MnE so far!
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
Re: HSN: ELR - Unlock (407) Updated! on 08/22/2015 03:16 AM CDT
For everyone curious...!
A salty sea breeze stirs as you chant an old sailor's ditty, invoking Unlock.
Your spell is ready.
You gesture at a sturdy modwir box.
The box vibrates slightly but nothing else happens.
The scintillating light fades from your hands.
You feel that you have slightly rotted the lock on a sturdy modwir box.
...17 more times later...
A salty sea breeze stirs as you chant an old sailor's ditty, invoking Lock Pick Enhancement.
Your spell is ready.
You gesture.
A scintillating light surrounds your hands.
Cast Roundtime 3 Seconds.
A salty sea breeze stirs as you chant an old sailor's ditty, invoking Unlock.
Your spell is ready.
You gesture at a sturdy modwir box.
You hear a soft click from the box and it suddenly flies open.
The scintillating light fades from your hands.
Cast Roundtime 3 Seconds.
--- Lich: pop has exited.
You beam!
Incidentally, since it kept rotting, and did so 18 times with my 3 SEED for the water lore, that implies it was harder than 500 at least. I like that 407 now has some mechanism to (eventually) determine the lock difficulty!
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
A salty sea breeze stirs as you chant an old sailor's ditty, invoking Unlock.
Your spell is ready.
You gesture at a sturdy modwir box.
The box vibrates slightly but nothing else happens.
The scintillating light fades from your hands.
You feel that you have slightly rotted the lock on a sturdy modwir box.
...17 more times later...
A salty sea breeze stirs as you chant an old sailor's ditty, invoking Lock Pick Enhancement.
Your spell is ready.
You gesture.
A scintillating light surrounds your hands.
Cast Roundtime 3 Seconds.
A salty sea breeze stirs as you chant an old sailor's ditty, invoking Unlock.
Your spell is ready.
You gesture at a sturdy modwir box.
You hear a soft click from the box and it suddenly flies open.
The scintillating light fades from your hands.
Cast Roundtime 3 Seconds.
--- Lich: pop has exited.
You beam!
Incidentally, since it kept rotting, and did so 18 times with my 3 SEED for the water lore, that implies it was harder than 500 at least. I like that 407 now has some mechanism to (eventually) determine the lock difficulty!
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
Re: HSN: ELR - Unlock (407) Updated! on 08/22/2015 04:04 AM CDT
>>Right but...they've only been releasing lore updates to MnE so far! <<
Possibly the wrong order to do it then. The MnE circle and the updates that have been released so far are of little interest to the majority of wizards, and as mentioned, rogues aren't likely to want to learn lores in order to modify spells which they prefer not to even use unless absolutely necessary. Want to pique a wizard's interest? Release some ELR effects pertinent to the MjE and Wizard spell circles to go along with these low level MnE spell modifications.
I asked around last night, and exactly one wizard had any water lore. And that one was an alt for an E. Tower rogue, who decided that he might want to check out the effects. (He passes boxes he can't pick to his pocket wizard for popping). Everyone else was responding "water what"?
"So, what does that green line on the graph represent?"
"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."
Possibly the wrong order to do it then. The MnE circle and the updates that have been released so far are of little interest to the majority of wizards, and as mentioned, rogues aren't likely to want to learn lores in order to modify spells which they prefer not to even use unless absolutely necessary. Want to pique a wizard's interest? Release some ELR effects pertinent to the MjE and Wizard spell circles to go along with these low level MnE spell modifications.
I asked around last night, and exactly one wizard had any water lore. And that one was an alt for an E. Tower rogue, who decided that he might want to check out the effects. (He passes boxes he can't pick to his pocket wizard for popping). Everyone else was responding "water what"?
"So, what does that green line on the graph represent?"
"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."