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Re: Implosion! 02/02/2014 12:15 PM CST
Just want to clarify that the base DO increases from circling stop accruing at 100th. When you hit this cap-out of base DO, you're still a long way away from the god-smite range of DO.


That said, we are currently looking into solutions for the high-end DO problem. Can't go into detail right at this second, but it is absolutely something being worked on.


-Persida
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Re: Implosion! 02/02/2014 05:03 PM CST
Wait... wat.

/headdesk
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Re: Implosion! 02/02/2014 09:41 PM CST
>You want to join the Barbs? go see agonar, they beat ya up a bit, boom, you're a barbarian.
>You want to join the WMs? Gauthus hits you in the forehead, zap, you're a Warmage.
>Even the thieves don't take an extremely long time to join.

...are there any guilds that don't try to knock you unconscious at some point during joining?



>Forgive my snark, but welcome to the life of a warrior mage.
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Re: Implosion! 02/02/2014 09:44 PM CST
>>...are there any guilds that don't try to knock you unconscious at some point during joining?

The Empaths just stab you.

Melete
Events Lead
Advocates Lead
Empath Advocate
Lore Developer
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Re: Implosion! 02/03/2014 10:42 AM CST
>>Just want to clarify that the base DO increases from circling stop accruing at 100th. When you hit this cap-out of base DO, you're still a long way away from the god-smite range of DO.

Thank you for this.

- Kart / Rhoat
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Re: Implosion! 02/03/2014 10:53 AM CST
>>Just want to clarify that the base DO increases from circling stop accruing at 100th. When you hit this cap-out of base DO, you're still a long way away from the god-smite range of DO.

Good to know I'm at the maximum amount of minimal evil.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Implosion! 02/04/2014 09:46 AM CST
I have to agree with falkenwind on this topic necromancers are overly penalized. I couldn't really care less about being stronger or weaker than other guilds what I really take issue with is incredible obviousness of most of our abilities. For a guild that only exists because of well kept secrets we seem to be completely incompetent in coming up with a way to obscure anything. Combine that with that fact that risen, our signature ability, instantly screams hey I'm a necromancer and you've set the player up failure in a major way. Don't get me wrong I love the lore behind the necromancers and its the class that I want to play but I find myself not using our abilities to avoid the penalties that come with them. I'd love to know how many others out there play the same way and if that's the actual design goal behind the necromancer. I think that the nature of our class overly limits our ability to interact with other players which seems to me is the core of dragonrealms. In my opinion we need a much better toolkit when it comes to hiding spell casting and/or the effects of our casting. I think that we should still keep those obviously profane spells for those who wish to use them but have more avenues for spell impersonation or a set of abilities outside of the AP Book.
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Re: Implosion! 02/04/2014 10:35 AM CST
>>For a guild that only exists because of well kept secrets we seem to be completely incompetent in coming up with a way to obscure anything.

IMO, it's like having a secret nuclear program.

It's secret as long as you keep it under wraps. If you start stomping about like the Hulk, they know you're radioactive.

The program (if there is one) is that players, understandably, expect to use their abilities. The reason Book (and most of the others) are able to stay secreted away is explicitly because they rarely stomp about all Frankenstein-like. Most players, on the other hand, want to be Frankenstein-like but without the pitchforks and torches that understandably follow.

>>Don't get me wrong I love the lore behind the necromancers and its the class that I want to play but I find myself not using our abilities to avoid the penalties that come with them.

IMO, it's a conflict between what the player wants and what the character wants. Player wants to go all out and use everything possible to achieve total awesome. Would the character necessarily want that, given the risks?

>>I'd love to know how many others out there play the same way and if that's the actual design goal behind the necromancer.

No idea if it's the design goal, but I kinda love that my character is occasionally cowering away from something strong during an invasion, but in the back of her mind she's capable of going, "You're just lucky I don't let loose and instead have these other people take care of you."

Of course, at the same time, Plat tends to have "Vegas Rules" for our repeat quests (how many times can the same tower/prison/etc get overrun, anyway?), so I have the opportunity to walk around bazooka-ing everything there by walking around in full Trans gear + Zombie + USOL + VS + Moohoohaahaa. But outside of those Vegas Rules quest situations, I've pretty much never summoned a zombie or used trans spells. I actually find having to show restraint like that kinda fun.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Implosion! 02/04/2014 12:31 PM CST
Does your spell prep still change before you get into the smite range? I'm 100+, make a few zombies a day and use/refresh my DO buffs when I hunt but I've never noticed my prep message change.

>pray
You kneel down and begin to pray.
As though in response, you have a brief, sharp pain in your limbs.
The experience leaves you feeling somehow exposed.
Roundtime: 3 sec.
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Re: Implosion! 02/04/2014 01:42 PM CST
I think smite range is a deep pain in your chest plus the spell prep change.

I'm currently taking a break from hunting and just training warding/augmentation via EASE and MAF, as well as athletics. I figure once my spell prep changes back to normal and PRAY doesn't give me the obvious pain in the chest I'll go back to hunting. I just wonder how many days it'll take.
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Re: Implosion! 02/04/2014 02:31 PM CST
So I kind of wonder what you guys are doing to get DO so high. My Necromancer doesn't maintain Trans buffs for super long, but when I do over hunt a smidge to train TM, Skinning/Than and Stealth, I put up PHP, CH, IVM and BUE, with large casts. By the time they've dropped, I'm probably ready to leave the area. I may make a zombie if the area is amenable to it and the critters are armored. But I'm not having any smiting issues.
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Re: Implosion! 02/04/2014 05:06 PM CST
>So I kind of wonder what you guys are doing to get DO so high.

From initial investigation, it seems that the most likely issue is performing enough DO gaining spells/rituals to outpace DO drain rates, though not by very much at any given time. This then leads to a slow (over the course of many circles of hunting/pvp/general necro-ness) accumulation into smite-range, after which the fact that they continue to outpace drain at least a portion of the time keeps them in a danger-zone scenario since they never really drain enough to get them significantly out of the area of concern.

Now like I said, this is initial investigation, so I don't want to give anyone the wrong idea. However, we are looking into this and working out ways to better address DO management at the higher end.

-Persida
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Re: Implosion! 02/04/2014 09:52 PM CST
Was curious as to the messaging I would get;

You kneel down and begin to pray.
As though in response, you are struck by a feeling of insecurity.
Roundtime: 2 sec.

I've been training a lot of skinning lately, so I have been hunting with CH and BUE quite a bit.

I've also been getting accused a lot as of late, every time its the 6 hour messaging for PVP as well. I did how ever, beat my forbidden practices warrant this last time at court.

~~The Riverhaven Warden scans the area with a watchful eye.
The Warden stares intently at you for a long moment. Soon thereafter, the Warden's gaze moves on, you seem to have evaded notice for the moment.~~
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Re: Implosion! 02/05/2014 02:05 AM CST
accusal and forbidden charges really don't matter for the pray thing. those are Social outrage- the way the other mortals view you.
the pray thing checks Divine outrage. The way the immortals view you. The CH and BUE will effect that, as they're trans spells.



<<If I can't cast thunderclap, you can't summon the dark lord of the abyss to devour the flesh of the innocent>>
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Re: Implosion! 02/05/2014 05:11 AM CST
>>Now like I said, this is initial investigation, so I don't want to give anyone the wrong idea. However, we are looking into this and working out ways to better address DO management at the higher end.

Why not have a DO death reset the necromancer to halfway to base DO from circle. A random death enforcing Mem, Money, and grave digging seems punishing enough.

Samsaren
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Re: Implosion! 02/05/2014 09:34 AM CST
>>For a guild that only exists because of well kept secrets we seem to be completely incompetent in coming up with a way to obscure anything.

>IMO, it's like having a secret nuclear program.

>It's secret as long as you keep it under wraps. If you start stomping about like the Hulk, they know you're radioactive.

>The program (if there is one) is that players, understandably, expect to use their abilities. The reason Book (and most of the others) are able to stay secreted away is explicitly because they rarely stomp about all Frankenstein-like. Most players, on the other hand, want to be Frankenstein-like but without the pitchforks and torches that understandably follow.

I'm not exactly sure what "others" you mean besides Book, but for the most part anyone who has successfully secreted away has basically been because of GMNPC magic. Book only stayed "hidden" (in character) because GMs wanted him to stay so until it was time. I'm not quite sure what is more "Frankenstein-like" than walking around with your Risen monster who used to be your friend, but thanks to GM magic no one could tell Dwarath was a Risen because it wasn't possible until he started falling apart.

I won't necessarily argue for or against how "showy" our spells can be, but the current set up is that many of our spells give a necromantic tell that bleeds into reality and gives hints at what we are. This adds a lot of flavor to the game but also makes it more like having a secret nuclear program built in a room with shoddy lead paneling. Hiding it isn't something you can do and eventually everyone will know. It isn't possible to keep it secret forever and once it is exposed there is no going back.

This does play very largely into the interesting possible research feat Armifer posted giving "an expansion to the RoC spell that makes Transcendental buffs invisible." Apparently there might be a way to hide the spells in future, we just have to wait until the system plays out however it will.
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Re: Implosion! 02/05/2014 10:34 AM CST
I love my trans spells. How could anybody ever want to hide such awesomeness :p
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Re: Implosion! 02/05/2014 12:22 PM CST
hehe. I'm still waiting to test if the new s'kra scale polish LTB interacts in interesting ways with CH. :-)


<<If I can't cast thunderclap, you can't summon the dark lord of the abyss to devour the flesh of the innocent>>
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Re: Implosion! 02/05/2014 04:04 PM CST

*accusal and forbidden charges really don't matter for the pray thing. those are Social outrage- the way the other mortals view you.
the pray thing checks Divine outrage. The way the immortals view you. The CH and BUE will effect that, as they're trans spells.


From http://elanthipedia.org/w/index.php/Accuse

Auto-success if the target has a visible sign of necromancy upon him (title, obvious spell, exceptionally high Divine Outrage, etc.).


From what I read, if you DO is high, its an automatic success. Also if you are concidered perverse (According to the posted info). You get messaging, saying you're locked PVP open for 6 hours. Not that I care, about the PVP status at all. Its just info.

~~The Riverhaven Warden scans the area with a watchful eye.
The Warden stares intently at you for a long moment. Soon thereafter, the Warden's gaze moves on, you seem to have evaded notice for the moment.~~
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