Hey everyone. To help diversify the Barbarian Guild I'm eager to change up the stat contests a bit. How does this look:
Anger (-Balance) : Fear v Reflex
Embrace: (-Attack) : Fear v Fortitude
Rage: (-Evasion) : Power v Willpower
Screech: (-Discipline/Reflex) : Power v Fortitude
Hiss: (Enemies flee) : Fear vs Willpower
Strike: (Stun/knockdown) : Power vs Reflex
Lash: (Magic Skill/Interrupt): Fear vs Fortitude
Wail: (Immobilize) : Fear vs Fortitude
Torment: (Lose Mana) : Fear vs Willpower
Slash: (-Hiding) : Power vs Reflex
Shriek: (-Shield, kneel) : Power vs Willpower
Berserk Earthquake: : Power vs Reflex
Power attacks use strength, stamina and discipline, which probably fit the Guild better overall.
Fear will continue to use charisma, strength and discipline.
Finesse would use agility, reflex and intelligence... and just doesn't seem to fit.
A Fear or Willpower barrier would still be disruptive. But you'd have ways to get around it.
I'm also thinking of re-introducing Weighted Justice. This would cause held weapons and shields to fall AtFeet, and the user would be unable to pick them up for a few seconds. Seeing as how armworn shields and parry sticks make this less-useful in PvP, I'd also request it prevent retreating for the duration. A cooldown would prevent it from becoming an i-win button. Not sure what kind of contest fits though.
I am going to propose changes to how Serenity works:
* Cyclic spells will only drain IF on the first hit, and then never again
* We'll limit how often the IF drain can happen and review the magnitude of the drain
* Serenity will no longer drop if you roar. Roars will be 33% harder and use 20% more voice pool however.
* If your IF level drops to below 1000, it will enter "cooldown". In this state it is 50% as effective, no longer consumes IF and no longer penalizes roars. Intended to prevent all of your abilities suddenly dropping after a large onslaught.
Contemplate:
Drop Armor in favor of Debilitation skill ?
Also thinking of proposing a new intro predator berserk:
Berserk Pestilence - TM Barrier. If the TM spell matrix is broken, it increases your IF. This can only occur once ever so often to prevent walking into goblin shaman and "powering up" :P
Berserks:
Add an option to delay their statup, in exchange for reduced IF usage.
Meditations:
Add an option to speed up their startup, in exchange for increased IF usage.
Anyhow, I'm open to suggestions on this. Please let me know what you think...
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
DR-KODIUS
JHALIASCLERIC
Re: Ability Tweaks
02/28/2015 09:14 PM CST
These are incredible.
Just some thoughts as a very intermediate barbarian (everything else being phenomenal sounding) -
What is 'IF level 1000'?
Would the meditation speed up be usable in combat? I find this to be the biggest impairment to meditation use for PvP or PvE.
Is Weighted Justice a roar?
Contemplate being switched to a Debilitation buff seems a little redundant with Cyclone perhaps, though my understanding of the weighting between stat and skill buffing is lacking.
ABSOLON
Re: Ability Tweaks
02/28/2015 09:21 PM CST
<<What is 'IF level 1000'?
It's the numerical value of IF you have remaining. E.g. Using made up numbers that I don't actually have any clue about, let's say your max IF pool contains 4,000 points of IF. Using Serenity would cause that to drain 800 points of IF every time it resists a spell. After 4 spells have been resisted, costing you 3200 IF, you would have 800 points of IF remaining which is below the 1000 point threshold required for Serenity to maintain full effectiveness. Serenity would then be 50% less effective at resisting, further resisted spells would also no longer drain IF, and your roars would no longer be penalized until you regain IF above the 1000 point threshold at which point all of those would go back to Serenity's normal effects.
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It's the numerical value of IF you have remaining. E.g. Using made up numbers that I don't actually have any clue about, let's say your max IF pool contains 4,000 points of IF. Using Serenity would cause that to drain 800 points of IF every time it resists a spell. After 4 spells have been resisted, costing you 3200 IF, you would have 800 points of IF remaining which is below the 1000 point threshold required for Serenity to maintain full effectiveness. Serenity would then be 50% less effective at resisting, further resisted spells would also no longer drain IF, and your roars would no longer be penalized until you regain IF above the 1000 point threshold at which point all of those would go back to Serenity's normal effects.
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GREIFENTHAL
Re: Ability Tweaks
02/28/2015 10:42 PM CST
I wonder why roars contest reflex instead of discipline? Maybe it is better for the guild admittedly I know little about how other guilds train, if so please disregard, but discipline seems the thing to fall back on in the face of something like a roar instead of reflex which seems to imply a physical manifestation that can be evaded. Awesome to hear that the issues are being worked on.
ROBERTDH
Re: Ability Tweaks
02/28/2015 10:50 PM CST
>I wonder why roars contest reflex instead of discipline? Maybe it is better for the guild admittedly I know little about how other guilds train, if so please disregard...
You covered your ears. :p
The idea is that if all the roars contest willpower, Barbarians are nerfed against anyone with a willpower barrier.
>Forgive my snark, but welcome to the life of a warrior mage.
You covered your ears. :p
The idea is that if all the roars contest willpower, Barbarians are nerfed against anyone with a willpower barrier.
>Forgive my snark, but welcome to the life of a warrior mage.
DR-KODIUS
Re: Ability Tweaks
02/28/2015 11:29 PM CST
>>I wonder why roars contest reflex instead of discipline? Maybe it is better for the guild admittedly I know little about how other guilds train, if so please disregard, but discipline seems the thing to fall back on in the face of something like a roar instead of reflex which seems to imply a physical manifestation that can be evaded. Awesome to hear that the issues are being worked on.
Roars do have a physical component. Sound is physical :)
SvS contests are use to diversify the types of attacks beyond Attack Skill and Defender Skill. NMUs and MUs both have abilities that contest stats. In choosing which stats to use, we take into consideration the types of attacks available, logic and game balance.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Roars do have a physical component. Sound is physical :)
SvS contests are use to diversify the types of attacks beyond Attack Skill and Defender Skill. NMUs and MUs both have abilities that contest stats. In choosing which stats to use, we take into consideration the types of attacks available, logic and game balance.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
GREIFENTHAL
Re: Ability Tweaks
02/28/2015 11:39 PM CST
>Roars do have a physical component. Sound is physical :)
>SvS contests are use to diversify the types of attacks beyond Attack Skill and Defender Skill. NMUs and MUs both have abilities that contest stats. In choosing which stats to use, we take into consideration the types of attacks available, logic and game balance.
Everything is physical :p good luck evading sound though..
I wish that things were simpler, we only need about 4 roars really, pass or fail, with a random factor thrown in. Make the rest up with berserks, forms, and meditations. Would help with guild identity, it is starting to feel like a bunch of the same thing with different descriptors a bit. At least the new guidelines seem to be forcing that way.
>SvS contests are use to diversify the types of attacks beyond Attack Skill and Defender Skill. NMUs and MUs both have abilities that contest stats. In choosing which stats to use, we take into consideration the types of attacks available, logic and game balance.
Everything is physical :p good luck evading sound though..
I wish that things were simpler, we only need about 4 roars really, pass or fail, with a random factor thrown in. Make the rest up with berserks, forms, and meditations. Would help with guild identity, it is starting to feel like a bunch of the same thing with different descriptors a bit. At least the new guidelines seem to be forcing that way.
NINEVAH1
Re: Ability Tweaks
02/28/2015 11:44 PM CST
>>Everything is physical :p good luck evading sound though..
Not much to add to the Barb discussion, but you can avoid focused sound, which is the type of sound that would cause damage.
Not much to add to the Barb discussion, but you can avoid focused sound, which is the type of sound that would cause damage.
GREIFENTHAL
Re: Ability Tweaks
02/28/2015 11:53 PM CST
Touche.. although I don't think that would be available to humans at least. Maybe S'kra or something. And I meant everything that we can see, hear, etc is physical, ugh, please no philosophy discussion tonight :)
GREIFENTHAL
Re: Ability Tweaks
03/01/2015 12:07 AM CST
I am basically just saying that without the hard caps abilites could be tweaked to make up for deficiencies in other areas, and some of those tweaks could help guild identity. I just enjoyed previously as a barb not having to understand what every other guild was doing, it was just go and fight. It seemed barb-ish.
Anyway, carry on.
Anyway, carry on.
JARAGONA
Re: Ability Tweaks
03/01/2015 06:39 AM CST
>> I just enjoyed previously as a barb not having to understand what every other guild was doing, it was just go and fight. It seemed barb-ish. <<
You still can. This is an OOC discussion, so as a real live human being you are informed on game mechanics.
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
You still can. This is an OOC discussion, so as a real live human being you are informed on game mechanics.
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
JHALIASCLERIC
Re: Ability Tweaks
03/01/2015 07:30 AM CST
>It's the numerical value of IF you have remaining.
Oh, yes, I understand that much, and should have been more clear with my question - is 'IF level 1000' representative of... half an IF pool? A quarter?
ASHAMAN1
Re: Ability Tweaks
03/01/2015 10:08 AM CST
Kodius - Looks solid across the board. Berserk Pestilence, berserk startup, and Med startup stuff looks neat also.
Samsaren
Samsaren
JARAGONA
Re: Ability Tweaks
03/01/2015 03:06 PM CST
>>Is Weighted Justice a roar?<<
Yup. It was one of my favorites. If successful, it causes your opponent to drop what he/she is holding. I was bummed not to see it in 3.0 on.
As for the stat contests, the proposal makes sense.
Any chance for us to get some DFA love?
Also, since some of this stuff is pretty sweeping, any chance on ability wipes once it's released?
Lastly, I'd like to see Contemplation be maybe a shield and mentals buff (disc?) and tornado be some kind of damage-inducing berserk and stamina bonus.
As for the meditation and zerk startup changes, is it going to be like khri delay and not cost slots?
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
Yup. It was one of my favorites. If successful, it causes your opponent to drop what he/she is holding. I was bummed not to see it in 3.0 on.
As for the stat contests, the proposal makes sense.
Any chance for us to get some DFA love?
Also, since some of this stuff is pretty sweeping, any chance on ability wipes once it's released?
Lastly, I'd like to see Contemplation be maybe a shield and mentals buff (disc?) and tornado be some kind of damage-inducing berserk and stamina bonus.
As for the meditation and zerk startup changes, is it going to be like khri delay and not cost slots?
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
DR-KODIUS
Re: Ability Tweaks
03/01/2015 03:38 PM CST
Just a reminder, these are ideas I'm planning to propose if the players seem on board with them... not approved yet or being worked on.
>>Any chance for us to get some DFA love?
Maybe. I'm considering a jump-attack sort of thing that contests Expertise skill. Perhaps uses some IF and has a short cooldown?
>>Also, since some of this stuff is pretty sweeping, any chance on ability wipes once it's released?
I would time it to coincide with the release of Mastery selections, so yes a wipe probably makes sense.
>>Lastly, I'd like to see Contemplation be maybe a shield and mentals buff (disc?) and tornado be some kind of damage-inducing berserk and stamina bonus.
I want the shield buff to be harder to get/use than parry/evasion. That is why I included it as a berserk. But adding a mental buff to contemplation might be OK instead of armor or expertise skill. Really wish we could do more with the Armor skillset...
>>As for the meditation and zerk startup changes, is it going to be like khri delay and not cost slots?
Correct. I wouldn't make it cost slots.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
>>Any chance for us to get some DFA love?
Maybe. I'm considering a jump-attack sort of thing that contests Expertise skill. Perhaps uses some IF and has a short cooldown?
>>Also, since some of this stuff is pretty sweeping, any chance on ability wipes once it's released?
I would time it to coincide with the release of Mastery selections, so yes a wipe probably makes sense.
>>Lastly, I'd like to see Contemplation be maybe a shield and mentals buff (disc?) and tornado be some kind of damage-inducing berserk and stamina bonus.
I want the shield buff to be harder to get/use than parry/evasion. That is why I included it as a berserk. But adding a mental buff to contemplation might be OK instead of armor or expertise skill. Really wish we could do more with the Armor skillset...
>>As for the meditation and zerk startup changes, is it going to be like khri delay and not cost slots?
Correct. I wouldn't make it cost slots.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
KMORSE
Re: Ability Tweaks
03/01/2015 04:56 PM CST
Kodius,
I would like to start off by saying a sincere thank you. I know, with the workload you have, it is not easy to deal with when people come at you demanding broad and sweeping changes to a whole other field of your control. I appreciate very much the time and consideration you have given our situation, and put into your proposal.
Looking it over, the changes to roars is exactly what we need to give the system depth and playability, an aspect of player control so it's not always the same pass/fail analog via hammering the same stats.
While you're digging, I believe earthquake still doesn't pulse on players at all. You get the normal berserk messaging as your fire is sapped, but thats all, no activation, even on a character you grossly outclass.
The serenity changes sound great, a good compromise between roars breaking it completely, and the cyclic fix is what I needed to find it's way back into my abilities list. I am looking forward to this, a lot.
The TM ward berserk. This, so much. This really has the feel of something barbarianly beautiful. Granted, it's going to take a full stop to grant fire, but I like this, a lot. I hope this passes approval to be developed.
I'd love to see contemplation keep it's armor buff and gain a mental (disc pls?) buff. We have a mastery that bonuses augmentation already, dont we?
I still think something ala damage generation like the original plan for earthquake would be a step in the right direction. It's not like we'd be fire raining whole rooms of mobs, range always seems to be our limitation, but it could help fill the gap between us and 'them'.
lastly-
>>Maybe. I'm considering a jump-attack sort of thing that contests Expertise skill. Perhaps uses some IF and has a short cooldown?
https://www.youtube.com/watch?v=sgNE2Pg18jk
That please.
JARAGONA
Re: Ability Tweaks
03/01/2015 04:57 PM CST
>>Really wish we could do more with the Armor skillset...<<
What about making Contemplation a discipline booster and an armor hindrance reducer? Maybe make it sort of like how thieves have a khri to lower stealth hindrance, our meditation could lower evasion hindrance.
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
What about making Contemplation a discipline booster and an armor hindrance reducer? Maybe make it sort of like how thieves have a khri to lower stealth hindrance, our meditation could lower evasion hindrance.
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
GREIFENTHAL
Re: Ability Tweaks
03/02/2015 11:50 AM CST
>You still can. This is an OOC discussion, so as a real live human being you are informed on game mechanics.
Not sure what you mean here. I was referring to previously as a barb having magic resistance that did not require knowledge of magic. I.E, knowing what a cleric might use and using a counter, or knowing what a WM might use and using the appropriate counter for that. I understand as a lore principle old bmr might have set a standard of barbs being somehow the chosen ones or something in the form that is was. I just like the idea of raw form resistances(meditations) and roars that aren't so refined just a general ability that would arise organically from a guild such as the barb guild, maybe even the masters would not understand it completely it is just something that has developed over time and with a lot of meditation and practice, unlike magic which is defined by scholars and well understood in a way. Perhaps the new guild lore is something like that and I am not aware of it. I definitely think the new guild is far better balanced and is a lot of fun in ways. I did like some of the old concepts but I understand that they wouldn't probably work in the new constraints as they are.
Anyway I think that all guilds should be based on realism as much as possible because we as humans can relate to things that are based on the real world and therefore be more immersed in a world that loosely follows reality. Unless the simply aren't reality, like magic. A berserk that creates a random attack is toeing that line in my opinion. Warstomp is toeing that line in my opinion. How do you shake the ground like that and cause damage etc without magic? Hard to believe, and disassociates Elanthian physics from what I can associate with, therefore making it less immersive in my opinion. It may just be a matter of taste however.
Not sure what you mean here. I was referring to previously as a barb having magic resistance that did not require knowledge of magic. I.E, knowing what a cleric might use and using a counter, or knowing what a WM might use and using the appropriate counter for that. I understand as a lore principle old bmr might have set a standard of barbs being somehow the chosen ones or something in the form that is was. I just like the idea of raw form resistances(meditations) and roars that aren't so refined just a general ability that would arise organically from a guild such as the barb guild, maybe even the masters would not understand it completely it is just something that has developed over time and with a lot of meditation and practice, unlike magic which is defined by scholars and well understood in a way. Perhaps the new guild lore is something like that and I am not aware of it. I definitely think the new guild is far better balanced and is a lot of fun in ways. I did like some of the old concepts but I understand that they wouldn't probably work in the new constraints as they are.
Anyway I think that all guilds should be based on realism as much as possible because we as humans can relate to things that are based on the real world and therefore be more immersed in a world that loosely follows reality. Unless the simply aren't reality, like magic. A berserk that creates a random attack is toeing that line in my opinion. Warstomp is toeing that line in my opinion. How do you shake the ground like that and cause damage etc without magic? Hard to believe, and disassociates Elanthian physics from what I can associate with, therefore making it less immersive in my opinion. It may just be a matter of taste however.
JARAGONA
Re: Ability Tweaks
03/02/2015 12:13 PM CST
The thing is, this is a fantasy game, so physics works in some situations, but not others. I think pysics works overall fine in the natural scope of DR. Anything supernatural (including barb stuff) likely would work differently, hence fantasy. Also, it is a misconception of our barbarian lore that our guild is full of morons (including the guild leaders) who just Hulk smash.
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
KMORSE
Re: Ability Tweaks
03/02/2015 12:47 PM CST
>>How do you shake the ground like that and cause damage etc without magic?
The same way I carry around 500-600 lbs of gear and crap in a backpack. Them legs be strong.
The same way I carry around 500-600 lbs of gear and crap in a backpack. Them legs be strong.
DR-ARMIFER
Re: Ability Tweaks
03/02/2015 12:59 PM CST
>>How do you shake the ground like that and cause damage etc without magic?
Inner Magic is a poorly understood topic, since only two guilds exist in civilization that practices it, one that believes the scientific method is an Elothean sword maneuver and the other that literally kills scholars dead for trying to investigate their secrets.
What little is known is that there is an anti-magic power source, ostensibly called the Inner Flame, that can affect limited subversion of reality. It's not magical in the technical sense (it does not involve the manipulation of mana, its practitioners do not undergo Attunement, etc.), but it's certainly "magical" in the sense that it does something that the uninitiated consider impossible in their understanding of the world.
Creating the subversion seems to require either a strong emotional prompt or an altered state of consciousness. Some scholars have pointed out that this is frighteningly similar to what happens to a magician who is casting a sorcery, but no distinct relationship has been formed.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
Inner Magic is a poorly understood topic, since only two guilds exist in civilization that practices it, one that believes the scientific method is an Elothean sword maneuver and the other that literally kills scholars dead for trying to investigate their secrets.
What little is known is that there is an anti-magic power source, ostensibly called the Inner Flame, that can affect limited subversion of reality. It's not magical in the technical sense (it does not involve the manipulation of mana, its practitioners do not undergo Attunement, etc.), but it's certainly "magical" in the sense that it does something that the uninitiated consider impossible in their understanding of the world.
Creating the subversion seems to require either a strong emotional prompt or an altered state of consciousness. Some scholars have pointed out that this is frighteningly similar to what happens to a magician who is casting a sorcery, but no distinct relationship has been formed.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
JARAGONA
Re: Ability Tweaks
03/02/2015 03:45 PM CST
Armifer, your words are magical. Get it?!
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
KMORSE
Re: Ability Tweaks
03/02/2015 03:52 PM CST
Seconded. Love Armifer's peeks into the lore of it all.
ABSOLON
Re: Ability Tweaks
03/02/2015 11:59 PM CST
<<Creating the subversion seems to require either a strong emotional prompt or an altered state of consciousness. Some scholars have pointed out that this is frighteningly similar to what happens to a magician who is casting a sorcery, but no distinct relationship has been formed.
Everyone hear that? Caraamon is a sorcerer! I bet he uses all that rune destruction to fuel his sorcery! Burn him!
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Everyone hear that? Caraamon is a sorcerer! I bet he uses all that rune destruction to fuel his sorcery! Burn him!
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
JARAGONA
Re: Ability Tweaks
03/03/2015 05:28 AM CST
Caraamon is a sorcerer of molten mysticism. He moves in mysterious ways.
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
2DUMBARSE
Re: Ability Tweaks
03/03/2015 12:41 PM CST
>one that believes the scientific method is an Elothean sword maneuver and the other that literally kills scholars dead for trying to investigate their secrets.
Simply: LOL
Simply: LOL
RCHIGHT
Re: Ability Tweaks
03/03/2015 02:31 PM CST
>>Contemplate: Drop Armor in favor of Debilitation skill ?
I like the armor boost myself. Tribalist already boosts Debilitation. I'm not a PvPer yet though so I'll go along to get along.
Rhadyn da Dwarb - Blood for fire!
I like the armor boost myself. Tribalist already boosts Debilitation. I'm not a PvPer yet though so I'll go along to get along.
Rhadyn da Dwarb - Blood for fire!
RCHIGHT
Re: Ability Tweaks
03/03/2015 02:35 PM CST
I did see the post about improving the stats on armor and that would be cool to have a discipline + armor (of some type) boost.
Rhadyn da Dwarb - Blood for fire!
Rhadyn da Dwarb - Blood for fire!
KMORSE
Re: Ability Tweaks
03/03/2015 02:54 PM CST
I like having an armor boost. Id rather it were maneuvering hindrance, though. Maybe maneuvering hindrance and disc. At that point, brig would feel a little more usable.
2DUMBARSE
Re: Ability Tweaks
03/03/2015 02:56 PM CST
>I like having an armor boost. Id rather it were maneuvering hindrance, though. Maybe maneuvering hindrance and disc. At that point, brig would feel a little more usable.
Yeah, you want hindrance reduction, not bonus skill ranks. An armor skill boost doesn't scale so well.
Yeah, you want hindrance reduction, not bonus skill ranks. An armor skill boost doesn't scale so well.
GREIFENTHAL
Re: Ability Tweaks
03/04/2015 08:18 PM CST
I just want to caveat that my opinions are just that and I put them out there not because I am upset really or that I dont like a lot of things about the guild but that those that are doing the hard work might find something they like with them and use something of it in future design decisions.. I am just one player amongst many after all. This is pretty much the only game I play and it is a hobby of mine to think about stuff that maybe only gms should really be bothering with worrying about. I personally would rather have a guild that is competitive than wait around for a major game change, in that sense I think my posts may have been misplaced in this thread. Thanks for all the work it is appreciated! :)
DUNEPLAY
Re: Ability Tweaks
03/05/2015 09:56 PM CST
Idea fine and I love you!
hinarah
note: computer will not type the letter after r nor the letter after j. Driving me out of my mind
much apology
hinarah
note: computer will not type the letter after r nor the letter after j. Driving me out of my mind
much apology
JESSEPEN
Re: Ability Tweaks
03/16/2015 11:40 AM CDT
I don't like the proposed change to Contemplation. I do like the variation in stat contests.
It will be nice to have an ability to block TM (assuming it is powerful enough), but I'd prefer if it were added to one of our existing berserks. The IF system makes it difficult to have many abilities active, so I'm wary of spreading buffs and wards out. Maybe add it to landslide?
I'd like to suggest two other straightforward things that can be done to improve barbarian performance:
1. Revisit our circle requirements. One of the problems in PvP is that we're often matched with folks within a range of ranks - not circles. Therefore, we're often facing opposition with 20 more circles, and the stat contests are therefore unbalanced. The primary justification for our difficult weapon rank req's was the lack of magic training required. Obviously, that justification is no longer accurate, so why didn't our weapon rank req's shift accordingly?
2. Mastery cost reduction. 4 slots for our masteries is too much, especially when the IF system basically requires you to have them. A design goal was to give us difficult choices in abilities, but currently we're faced with the less desirable choice of whether to have abilities or be able to use them.
It will be nice to have an ability to block TM (assuming it is powerful enough), but I'd prefer if it were added to one of our existing berserks. The IF system makes it difficult to have many abilities active, so I'm wary of spreading buffs and wards out. Maybe add it to landslide?
I'd like to suggest two other straightforward things that can be done to improve barbarian performance:
1. Revisit our circle requirements. One of the problems in PvP is that we're often matched with folks within a range of ranks - not circles. Therefore, we're often facing opposition with 20 more circles, and the stat contests are therefore unbalanced. The primary justification for our difficult weapon rank req's was the lack of magic training required. Obviously, that justification is no longer accurate, so why didn't our weapon rank req's shift accordingly?
2. Mastery cost reduction. 4 slots for our masteries is too much, especially when the IF system basically requires you to have them. A design goal was to give us difficult choices in abilities, but currently we're faced with the less desirable choice of whether to have abilities or be able to use them.
RCHIGHT
Re: Ability Tweaks
03/16/2015 06:27 PM CDT
I agree on the masteries. At this point I want three masteries and that will take me 16 circles to get one times three is 48 circles to get passive bonuses. That means I'll circle 138 before I have them all and then I only receive three addition points to spend by the time I hit 150. I'm starting to see why everyone if up in arms about how our points are hosed. Even dropping masteries down to requiring three point would be better...or giving us one point per three circles, instead of four, after 69th would make it doable if you don't want to change the point cost.
Rhadyn da Dwarb - Blood for fire!
Rhadyn da Dwarb - Blood for fire!
JESSEPEN
Re: Ability Tweaks
03/17/2015 11:33 AM CDT
Also, has there been any discussion of improving IF usage and regeneration based on stats?
JHALIASCLERIC
Re: Ability Tweaks
03/17/2015 02:18 PM CDT
Yes pls. Still find berserks to be too taxing to use.
KMORSE
Re: Ability Tweaks
03/29/2015 06:12 PM CDT
Any feedback from the powers that be on the roar contest changes?
DR-KODIUS
Re: Ability Tweaks
03/30/2015 07:21 PM CDT
Likely several months out. Best I can aim for right now.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
JARAGONA
Re: Ability Tweaks
03/30/2015 07:53 PM CDT
sev·er·al
/ˈsev(ə)rəl/
determiner & pronoun
1.more than two but not many.
Here's to hoping...
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
/ˈsev(ə)rəl/
determiner & pronoun
1.more than two but not many.
Here's to hoping...
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
DR-ZADRAES
Re: Ability Tweaks
03/31/2015 12:08 AM CDT
A post was hidden.
We understand frustration, but please raise concerns constructively, and please don't resort to attacking staff. We're all volunteers here; none of us are buying cars, houses or yachts from our time spent working in DR. We also have real-world obligations on top of DR -- family, health, real jobs, and plenty more. We work on what we can, when we can, and the concerns here will be addressed when we have the resources for it.
If you have a problem with a particular staff member, the proper recourse is to contact Feedback, not to make attacks on the forums. You can find their info in the EMAIL verb in game.
We all want DragonRealms to be the best it can be, and we're constantly working towards that. Even with his admin duties as an ASGM, Kodius remains one of our most active Devs across the board -- crafting, F2P, quality of life updates, balance discussions and so much more.
SGM Zadraes
Premium Lead
Trader Guild Advocate
We understand frustration, but please raise concerns constructively, and please don't resort to attacking staff. We're all volunteers here; none of us are buying cars, houses or yachts from our time spent working in DR. We also have real-world obligations on top of DR -- family, health, real jobs, and plenty more. We work on what we can, when we can, and the concerns here will be addressed when we have the resources for it.
If you have a problem with a particular staff member, the proper recourse is to contact Feedback, not to make attacks on the forums. You can find their info in the EMAIL verb in game.
We all want DragonRealms to be the best it can be, and we're constantly working towards that. Even with his admin duties as an ASGM, Kodius remains one of our most active Devs across the board -- crafting, F2P, quality of life updates, balance discussions and so much more.
SGM Zadraes
Premium Lead
Trader Guild Advocate