Re: Where are our perks? 03/09/2014 08:54 PM CDT
>>Why does a trader need magic? I'm sure you know but never playing a trader I wouldn't.

The short version is that Traders are getting magic because they're boring. That's what I got out of the whole situation, anyway.
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Re: Where are our perks? 03/09/2014 08:59 PM CDT
>The short version is that Traders are getting magic because they're boring.

This, give or take.

It makes things nicely even, two of each mana type. Traders are/were woefully lacking in functional abilities outside of shop stuff, and magic would allow easy expansion. And as a nice bonus, it allows some of the Moon Mage spells that might never see the light of day to be used.



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Re: Where are our perks? 03/10/2014 10:59 AM CDT
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FGM Ricinus
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Re: Where are our perks? 03/10/2014 01:37 PM CDT
>>>> And as a nice bonus, it allows some of the Moon Mage spells that might never see the light of day to be used.

It also lets moon mages steal spells from another guild without needing to worry about sorcerous or necromantic backlashes :)
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Re: Where are our perks? 03/10/2014 02:39 PM CDT
Interusting.. I guess I should remind.

Constructive complaints lead to constructive discussions and change

Destructive complaints lead to a bad place.. and the mods.

If you feel the input from fellow players are wrong, don't go boom in the folder. I hate cleaning the Warmage deitrius off the walls.

If you have any questions, please email either myself (Mod-Pomae@play.net) or Senior Board Monitor (DR-Sidatura@play.net) or Message Board Supervisor Annwyl (DR-Annwyl@play.net).
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Re: Where are our perks? 03/10/2014 09:25 PM CDT

Warrior Mages havent had profitable perks for a while.

Sure I get the advantage of killing some fleas off yourself with a water globe.

Or lighting stuff on fire to sate that inner pyro in all of us.

And dont get me wrong they are cool abilities.

To me though that stuff is more about utility. Not really profitability.

Though considering you cant swing a dead cat without hitting another warrior mage no matter where you go... I dont think any ability would do us any good.

The market would surely bottom out.
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Re: Where are our perks? 03/10/2014 10:24 PM CDT
>To me though that stuff is more about utility. Not really profitability.

Sigh.

WMs are lore secondary. That means 1 career, 2 hobbies. That is a substantial bonus to crafting, and you can make a ton of money crafting just by doing the work orders. Plus you're completely ignoring the 'turn on CL or FR and go afk for a week, come back to billions of plat' method (no, I'm not advocating afk scripting, that was hyperbole).

And you're completely ignoring familiars, which are a shadewatch mirror, locate, thought project, and item delivery service rolled into 1 ability which doesn't use mana, doesn't depend on moons, and is 100% persistent forever without extra investment. And they drag you away if stunned. And they increase your ability to cast spells.

This has already been covered several times in this thread. WMs don't get a button that says 'push me for X' where X is money, power, fame, fortune, popularity, whatever. But they're pretty well setup to do whatever they want, as long as they don't want to be a thief. And even then, sorcery + shadows, or just getting a misdirection scroll (bard spell, non music, should be non signature, elemental?).
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Re: Where are our perks? 03/11/2014 12:27 PM CDT


From my point of view. Rangers, Thieves, and Moon Mages have guild only methods of making plat that encourage them to leave the hunting ground and socialize. Or enter the player market.

Warrior Mages like many other guilds do not have guild specific bonus or method which does the same.

All I am saying is, it would be nice to have something like they do, to do outside the hunting ground to make profit. That is exclusive to my guild.

Im certain Paladins, Bards, Clerics, Barbarians, Necromancers would all welcome the same.

Warrior Mages definately can hunt and we definately can AOE hunt.

And that fam definately can drag you out of combat if you need the help.

It's worth mentioning that even if we do hunt, and the critter drops a box or is skinnable, survival primes still have the profit advantage.
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Re: Where are our perks? 03/11/2014 01:26 PM CDT
>As it stands we don't have a guild specific ability to make extra plats.

That was never the question. The question was 'WMs can't make money'. That is the one I answered. No one asked if WMs have a very specific system only they can use.

>From my point of view. Rangers, Thieves, and Moon Mages have guild only methods of making plat that encourage them to leave the hunting ground and socialize.

So, bow carving, which is the same as weapon smithing, which WMs can do. Or lockpick carving, which, again, is pretty much the same as weapon smithing. Or MMs, which can't actually make CJ anymore, I don't believe? Even if they could, it's about to be rolled into enchanting, which, hey! WMs can do! Imagine that.

You're basically saying 'we do not have a WM only crafting system'. Ok. That's true. You do, however, enjoy being a lore secondary guild, and can train the crafting skills to make things to make money.

>All I am saying is, it would be nice to have something like they do, to do outside the hunting ground to make profit. That is exclusive to my guild.

Well, no, you are literally saying that. Ok. That's just not going to happen. One of the goals with DR going forward was to move every crafting system to a core utility that every guild access. With the same skills. And can train. There is no more 'only X can make Y', at least for now. There is the possibility for guild specific templates later, but there have been other priorities and no real details on it. You could take up alchemy (ok, bad example) or leather/cloth armor making, and do your prep/fabrication in social settings just fine.

>It's worth mentioning that even if we do hunt, and the critter drops a box or is skinnable, survival primes still have the profit advantage.

Eh, that's debatable. Skinning, you should be able to keep at-level without much work as long as you don't neglect it or something. And I say this having played a few survival terts to 50, and a few survival primes to 50. Boxes can be very profitable, but they require time and tools to pick. You could just as easily engage a locksmith to open them for you, as well. Give him a 1-10% cut per bag, or something.

>Badgopher is an idiot.

Yep. I am! Especially since everything else in your reply agreed with what I said, anyway.
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Re: Where are our perks? 03/11/2014 02:26 PM CDT
>>From my point of view. Rangers, Thieves, and Moon Mages have guild only methods of making plat that encourage them to leave the hunting ground and socialize. Or enter the player market.

Ehhhh... everyone can make pretty nice money with WO crafting these days.



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: Where are our perks? 03/11/2014 02:42 PM CDT
>>All I am saying is, it would be nice to have something like they do, to do outside the hunting ground to make profit. That is exclusive to my guild.

>One of the goals with DR going forward was to move every crafting system to a core utility that every guild access. With the same skills. And can train. There is no more 'only X can make Y', at least for now.

It's worth remembering that the reasoning behind that goal was that everyone basically agreed that it would be awesome if everyone hand their guild crafting system. But in practice, DR's development manpower made it impossible to support the guild crafting systems that already existed -- new systems couldn't find the manpower to get off the ground, and existing systems couldn't find the manpower to fix bugs and expand.


>Forgive my snark, but welcome to the life of a warrior mage.
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Re: Where are our perks? 03/11/2014 05:39 PM CDT

Warrior Mages cannot craft capped bows or capped arrows which are as effective as Ranger made.

Nor can we craft grand master lockpicks as Thieves.

Or make gweths as Moon mages.

I dont think we should be able to, I think those abilities are what make those guilds unique.

It would be nice to have something along those same lines that would make not just the Warrior Mage but every other guild unique in the same fashion.

I dont think im a good enough authority on game balance to say whether its fair or over balances any particular guild against another.

No one who has played this game wants anything that they wouldnt have to work for, thats just the satisfaction of Dragonrealms, the worked for goal.

Whether there is enough man power to implement these changes I couldnt say.

But the scales from my particular point of view? Do seem a bit askew.
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Re: Where are our perks? 03/11/2014 06:00 PM CDT
>>Warrior Mages cannot craft capped bows or capped arrows which are as effective as Ranger made.

>>Nor can we craft grand master lockpicks as Thieves.

>>Or make gweths as Moon mages.

At least two of those are a "yet", because they weren't converted to 3.0 crafting systems yet.

I'll guess that gweths will still be a MM exclusive enchantment, but everyone will be crafting keys and bows equally (with enough skill) sooner or later. There might someday be guild-unique crafting templates, like thieves may have some mega-pick template, but that won't happen until all the general crafting templates are done.



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: Where are our perks? 03/11/2014 06:33 PM CDT


Wow thanks for the info.

Kinda feel bad for those guilds, but it's a pretty exciting prospect!
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Re: Where are our perks? 03/11/2014 07:18 PM CDT
It was decided some time ago that Guild-only crafting was a Bad Thing and would never be a fair or balanced system. It sabotaged the Lore skillsets completely. DR has never and will never have even development across the Guilds. Lore crafting is a much easier system to manage (and easier to get resources for) if all Guilds are included. It is very profitable, and warrior mages are quite competent with it due to being Lore secondary.

These complaints are beyond silly and serve no purpose other than to waste our dang time.



"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
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Re: Where are our perks? 03/11/2014 07:51 PM CDT
Seems like to me, considering how extensively used they are by all guilds, gweths should probably be general enchanting.



Weapons for Sale:
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Re: Where are our perks? 03/11/2014 07:58 PM CDT
>>Seems like to me, considering how extensively used they are by all guilds, gweths should probably be general enchanting.

That is not a good argument, since it ties the decision to popularity instead of guild identity. I'm sure a Wand of Murrula's Flame would also be used extensively by all guilds, too!

That said, there are other, more personally persuasive arguments down this road. I contemplate asking to see gweths be general enchanting and gwethsmashers remain Moonie only.

-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
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Re: Where are our perks? 03/11/2014 08:12 PM CDT
Hey, make gweths craftable by anyone and you can use whatever argument you want. I'm not picky. :P



Weapons for Sale:
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http://www.angelfire.com/rpg2/caraamon/home.html
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Re: Where are our perks? 03/11/2014 09:04 PM CDT
>That said, there are other, more personally persuasive arguments down this road. I contemplate asking to see gweths be general enchanting and gwethsmashers remain Moonie only.

I do view game-changing devices like Gweths as 'should be as open as possible' features. Meaning, since they're quite important to the function of the game as a whole (you know, helping make it more than just a progress quest front end, in some ways), I think it makes a lot of sense to have it be a universally craftable item, rather than just one guild.

I could see MMs reasonably getting some kind of specific 'special' kind that's better than non-MM ones, but honestly, the more people making gweths, the better.
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Re: Where are our perks? 03/11/2014 09:14 PM CDT
>>I could see MMs reasonably getting some kind of specific 'special' kind that's better than non-MM ones, but honestly, the more people making gweths, the better.

Would love to see those universal "moonstone" gweths that I think I saw some GMNPCs sometimes have become the MM-awesome version, if general gweths become public.



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: Where are our perks? 03/11/2014 09:23 PM CDT
>>Would love to see those universal "moonstone" gweths that I think I saw some GMNPCs sometimes have become the MM-awesome version, if general gweths become public.

Honestly as far as super special MM Gweths go, I'm happy enough with Thoughtcast 3.0. When it comes to a rewrite of the telepathy system we probably need to make it simpler to access rather than introducing yet another tier to it.

-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
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Re: Where are our perks? 04/16/2014 10:45 AM CDT

I understand the OP even if its a bit muddled. The overarching problem is that Warrior Mage skill - summoning - is worthless. You have a summoning skill that's required but doesn't really do anything substantive? The elemental alignment system is clunky and counterintuitive. You can't cast this fire spell followed by this water spell? Say what? There is nothing thematically challenging in envisioning a War Mage setting fire to something and quenching it with water, at least nothing that would require that the mage be weakened (e.g. ask Karazhil about war mage). IMO, the release of summoning should've been shelved until the revamp of familiars. This, combined with the loss of YS and the loss of TM an utility spells, and leaves once rich spellbook of War Mages quite bland and unextraordinary (IMO). I don't see many War Mages around and, frankly, I don't blame them.
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Re: Where are our perks? 04/16/2014 12:36 PM CDT
That was very honest.
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Re: Where are our perks? 04/16/2014 01:28 PM CDT
>>You can't cast this fire spell followed by this water spell? Say what?

News to me.

-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
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Re: Where are our perks? 04/16/2014 02:31 PM CDT
Current spellbook > Old spellbook. By millions of miles.

Summoning CURRENTLY has limited applications but it will be added to.

The only thing that I have seen people complain about really is the YS change. If you think a spellbook where there were lots of mechanically wrong choices of which spell to use (IE if you weren't training TM with CL or using ALA in PvP when you outclassed shield and LB when you didn't, you were doing it wrong), and other spells were basically copy paste damage dealers was a good idea then I am not sure what to say. Yes, we lost some spells. Yes some spells changed in function. But at the end of it all, we are left with a spellbook where each spell is useful (excepting possibly YS and Ward Break which DO stuff but don't feel particularly useful) and different.

The majority of complaints I have seen really just boil down to "This is different than I remember and I am upset".

But the system overall is much better for the changes.

- Starlear
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Re: Where are our perks? 04/16/2014 02:39 PM CDT
Also what TM spells did we lose?

Frost scythe which will be back at some point, fist of stone which will also be back at some point, and Aether Lance which, since Aether is not a damaging element will be back as the Hylomorphic Sorcery spell of Sun Lance.

We also lost Static Discharge which if it stayed, nobody would take because nerve damage was changed to be much less noticeable and required melee range to aoe stun. I can guarantee if it was around all you would see is posts about how Thunderclap hits the whole room and SD sucks by comparison. It was trimmed for redundancy.

- Starlear
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Re: Where are our perks? 04/16/2014 03:16 PM CDT
Again and again this comes down to not understanding the system.

Align fire. Cast fire spell. Generate 3 charge. Cast not fire not water spell. Generate 1 charge. Cast water spell. Lose 2 charge.

Having 0 charge doesn't penalize, and as far as I know you can't go negative. So the only penalty you suffer is having to cast 2 non penalty spells or one bonused spell per counter alignment spell.

You're not restricted. You're not penalized. The only thing charge runs is your boost via pathways and such. You can cast spells counter to your alignment all day long.

And your example of 'cast fire then water' is still perfectly functional. Can do that all day long. Elemental mages in other games are not DR war mages though.



I'm a badger, I be badgerin'
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Re: Where are our perks? 04/16/2014 03:20 PM CDT

>>News to me.

I think you know what I mean but I can spell it out. I am referring the align system when one is an aligned to one element but cast an opposite element. If you look at the OP, the poster posts a copy of the log.

>>Frost scythe which will be back at some point, fist of stone which will also be back at some point, and Aether Lance which, since Aether is not a damaging element will be back as the Hylomorphic Sorcery spell of Sun Lance.

Consider this: maybe not every spell needs to have an element attached to it. Sometimes a pointy stick jutting from the earth is just puncture. Sometimes a lash of energy is impact and slice. I would also take "it'll be back" with a grain of salt. I heard the same story when Confusion was taken out of the game. Once its out, it's out, it's not coming back. Speaking of which, has Fortress of Ice and/or Rimefang returned?

>>We also lost Static Discharge which if it stayed, nobody would take because nerve damage was changed to be much less noticeable and required melee range to aoe stun. I can guarantee if it was around all you would see is posts about how Thunderclap hits the whole room and SD sucks by comparison. It was trimmed for redundancy.

You forgot about Earth Sense and altered functionality of spells like Sure Footing, Mark of Arhat, YS, and Aegis of Granite. I agree with the removal of SD, by the way.

>>The majority of complaints I have seen really just boil down to "This is different than I remember and I am upset".

Not upset at all. It's just that the WM only skill does nothing. The summoning skill doesn't allow you to do anything you couldn't do before the change. The only difference is that you have to jump through hoops in order to summon your familiar which doesn't do anything other than what it did before. Answer me this, what could you do with your familiar that you couldn't do before? What did those few hundred ranks of summoning buy you other than TDPs? I really want to know.

Thanks.
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Re: Where are our perks? 04/16/2014 03:27 PM CDT
>You're not restricted. You're not penalized.

So you're telling me that you can cast the opposite element to your heart's content and summon your familiar and use pathways?
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Re: Where are our perks? 04/16/2014 04:39 PM CDT
>So you're telling me that you can cast the opposite element to your heart's content and summon your familiar and use pathways?

As long you have some charge to summon your familiar before you cast the opposite element then yes it will stay out once its summoned.

Right now the only good way to train summoning is out of combat with summon admittance and running a pathway. It has been said that summoning will be expanded on at some point, at least we can train the skill so we can get most out of summoning once its been expanded on.
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Re: Where are our perks? 04/16/2014 04:48 PM CDT
We have spells that deal purely physical damage.

Rimefang and FOI are on test and going in with 3.1. FOI was briefly live in 3.0 but was disabled because you could exploit hunting area spawn rates with it and because it broke mana levels in rooms iirc.

Earth Sense was removed because it was completely underwhelming and additionally the one thing it did beyond the search (MO buff)...well...MO was removed.

New AEG > Old AEG.

Old MoA > New MoA but Old MoA was overpowered because it didnt fall off with distance like was intended. Additionally with the rewrites to vitality, a damage over time spell would be pretty garbage.

Our buff spells did change, but with the obvious exception of YS, you get the same effects having them on as you had before. This is a better alternative to them all costing a bunch more slots.

You are thinking about Summoning all wrong. You didn't get anything from it yet. But now the framework exists for there to be more individualization of guilds via the use of the guild only skills...which now everyone finally has.

That said, I have not had to change a single thing about my pathway use or familiar summoning, so I am not experiencing the annoyance you are. For now, Summoning is just a skill to train and some TDP's but so are pretty much all the guild only skills. Heck, some of them haven't been released yet and thus they don't have the TDP's yet.

I do think it is a bit silly to complain about Summoning lacking function at this time. There are more important tbings for the devs to do. Does it exist? Can it be trained and thus allow you to circle? Good enough until the second pass comes.

Also I was not trying to imply you personally were upset, that was more a blanket statement about the last couple posts I read about it. I do run into a bunch of WM's though and most are pretty happy with the changes once they actually dive in and get past the learning curve.



- Starlear
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Re: Where are our perks? 04/16/2014 04:52 PM CDT
Also, re: alignment...

If you are casting spells from the opposite element so much that you are never having positive charge, maybe you ought to rethink the element you are aligned to. It is easy enough to change.

- Starlear
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Re: Where are our perks? 04/16/2014 06:06 PM CDT
You can choose your opposing element freely with enough summoning skil (500? 700? I forget). But its a bit odd to complain about maintaining charge in one breath and say summoning is useless in another. Why do you even WANT charge, then?

And anyone who isn't surrounded by Warrior Mages is logged onto Gemstone. Still looks like the most popular guild when I check the who.


>Forgive my snark, but welcome to the life of a warrior mage.
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Re: Where are our perks? 04/16/2014 06:47 PM CDT
Doublepost! I think. Whoops.

>Rimefang and FOI are on test and going in with 3.1. FOI was briefly live in 3.0 but was disabled because you could exploit hunting area spawn rates with it and because it broke mana levels in rooms iirc.

I recall FOI got pulled originally because a bug was leaving fortresses up indefinitely, even after the caster had left. Armadillos protested against the encastleation of their homelands.



>Forgive my snark, but welcome to the life of a warrior mage.
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Re: Where are our perks? 04/16/2014 07:55 PM CDT
>>I think you know what I mean but I can spell it out.

I've stopped trying to discern between people who genuinely don't understand the system and people who, through hyperbole, give the appearance that they don't understand the system.

-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
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Re: Where are our perks? 04/16/2014 07:56 PM CDT
Yeah, I am fire with Aether as my opposing element.

- Starlear
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Re: Where are our perks? 04/16/2014 08:50 PM CDT
>Right now the only good way to train summoning is out of combat with summon admittance and running a pathway.

My PC was easily able to train Summoning in combat. All I had to do was keep a pathway running while I trained TM with a spell from my aligned element. During other weapons, I'd cast disablers from my aligned element. My buff routine contained two spells in my opposing element.

>So you're telling me that you can cast the opposite element to your heart's content and summon your familiar and use pathways?

Yep. Balanced by casting spells of my aligned element, a couple spells from my opposing element are no big deal, even while running a pathway.

>Cast not fire not water spell. Generate 1 charge.

I'm 99% sure casting non-aligned, non-opposing spells does nothing to your charge. Summon Impedance until you can't any more. Cast ES. Summon Impedance, fail. Cast MoF. Summon Impedance, succeed. I don't know where the rumor that non-aligned, non-opposing spells do anything came from, and I don't remember it from my time as a player.

Javac
JGM - Crafting Team

If you have questions or comments in regard to this post please email me at DR-JAVAC@play.net or Message Board Supervisor Annwyl at DR-Annwyl@play.net.
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Re: Where are our perks? 04/16/2014 08:58 PM CDT
What I do to work summoning is just practice magic normally. When I run out of mana, summon admittance twice while attunement restores. Before I cast my next spell, turn on an aligned pathway (I use Conserve as Fire).

Repeat until done working magic and your Summoning is also locked.

- Starlear
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Re: Where are our perks? 04/16/2014 10:02 PM CDT
>>I'm 99% sure casting non-aligned, non-opposing spells does nothing to your charge.

This is correct. Only the aligned and the opposed books matter insofar as charge goes.

-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
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Re: Where are our perks? 04/16/2014 10:08 PM CDT
>This is correct. Only the aligned and the opposed books matter insofar as charge goes.

Good to know! Without giving numbers, can you say if the align generates more charge than the opposed consumes? Or are they even? Or does the opposed consume more charge than aligned generates?



I'm a badger, I be badgerin'
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