> Pretty much any magic tert guild, even soon to be traders, now get magic. NMU skills run off magic now.
It's been a long standing joke that Dragonrealms was really Magerealms. I think it makes perfect sense in terms of development for all supernatural abilities to run off the same back-end system. That lets guilds like thieves, bards, and traders have some serious love that they have lacked for years at a time, and it gives them skill based abilities again rather than circle based abilities. If that bothers you then just pretend that it doesn't, from the player's perspective. Nothing changes for you.
> Spell spheres of influence prevent guilds from having crossover skills/spells
I've been out of the game for a while, but wasn't Spheres of Influence originally about the quality of the spells, not the quantity?
> Guilds that used to not have TM spells, now have TM spells. I don't think magic terts should have TM spells.
Let's think this through for a second. If you start saying that magic terts lose the ability to interact with skillsets in a way exclusive to primes then how do we keep that balanced? Are you willing to give up the ability to train certain skills as a magic prime? Are you willing to lose ambush because you're not a survival prime? What about YS (isn't that still in the game? https://elanthipedia.play.net/mediawiki/index.php/Y%27ntrel_Sechra), Rising Mists, Evasion off of SW, or Aegis because of the shield buff?
I'm not opposed to more niche abilities based on skillset placement, but that would radically change the game and reduce the already sparse options at upper levels.
> Other guilds weren't impacted by our new summoning specialty with loss of summoning abilities/spells.
Let's no forget what the other guilds lost over the years that once made them a special snowflake. Bards lost sole access to cyclic and raw channeling spells and dominance of AOE disablers. Moon mages lost sole access to lunar mana and teleportation (simucoins + JJ). Clerics lost stacking buffs of similar power with communes, enhanced mana, a lot of power in resurrection thanks to new depart options, and arguably the sole ability to use magical items to fuel held spells (now a cam feat). Everyone essentially has a ranger tracking with hunt. Thieves lost backstab. Paladin's anti-stealing mechanics are practically worthless, and they've given up many of their unique buffs due to scrolls.
The point is that everyone lost something that made them a unique snowflake over the years. This has given more to the game than it has taken away. Everyone still has their niche(s).
> Right now, we have buffs, debilitators, damage, and Air Bubble.
Without even touching sorcery, you also have access to two spell slots that you can pull from the bard guild. That's crafting potential (WOTM), enhanced weaponry (RESO), +Lore (ECRY), more survival bonuses (DRUM),and even more hiding bonuses (Misdirection), and flat offensive (rage). Combined, I think you have the potential of buffing every stat, every offensive skill, and every defensive skill without even leaving your primary spellbook. Now, if you really want to delve into sorcery then you can pick up the other stat buffs you're asking for. It's harder, sure, but it's possible.
VOLCANUS
ROBERTDH
Re: SvS Nerf
03/11/2015 10:48 AM CDT
I don't agree that the War Mage experience is any worse off any any other guild, but I do think it's legitimate to be frustrated over the state of our spellbooks.
Being virtually the only ones with TM skill was a bad time and like being the Empaths of violence -- a skill nobody wants to develop for and everyone else could sidestep. But every magic design philosophy change, though they have usually been good thought-out and needed changes, has cut down the warrior mage toolbox to increasingly generic push-button-receive-damage spells.
We lost access to skin damage and several spells to the TM damage directive, as much as we benefited from it in the long run.
We lost access to nerve damage because some GM decided that electric nerve damage was a fantasy trope. I just lay down on the floor and died on that one or I would have just buried the forums with peer-reviewed systematic reviews of the clinical literature.
We lost access to weapon and shield creation because.... I have no idea. Moonblade and Shield of Light appear to function just fine for MMs and Clerics. I'm used to vaporware development for Warrior Mages of spells, systems, and entire hunting areas, but this is the first time I can think of where something that worked got pulled in favor of something that hadn't even been developed yet.
I have faith in the current crop of GMs, but I don't have faith that we have people with a feel for the Warrior Mage guild. My warrior mage plays a little more like a generic fantasy combat wizard with each development change we get swept up in. I don't think it's true that warrior mages don't have an identity and feel except maybe a lot of it has been generalized out of the game.
EHhn, I probably need a hug too. Haha no just kidding I need a spell that deals nerve damage.
>I really wish familiars could pick up weapons.
What? They can't? I rescue weapons with my familiars all the time (don't I? Am I hallucinating?)
>Forgive my snark, but welcome to the life of a warrior mage.
Being virtually the only ones with TM skill was a bad time and like being the Empaths of violence -- a skill nobody wants to develop for and everyone else could sidestep. But every magic design philosophy change, though they have usually been good thought-out and needed changes, has cut down the warrior mage toolbox to increasingly generic push-button-receive-damage spells.
We lost access to skin damage and several spells to the TM damage directive, as much as we benefited from it in the long run.
We lost access to nerve damage because some GM decided that electric nerve damage was a fantasy trope. I just lay down on the floor and died on that one or I would have just buried the forums with peer-reviewed systematic reviews of the clinical literature.
We lost access to weapon and shield creation because.... I have no idea. Moonblade and Shield of Light appear to function just fine for MMs and Clerics. I'm used to vaporware development for Warrior Mages of spells, systems, and entire hunting areas, but this is the first time I can think of where something that worked got pulled in favor of something that hadn't even been developed yet.
I have faith in the current crop of GMs, but I don't have faith that we have people with a feel for the Warrior Mage guild. My warrior mage plays a little more like a generic fantasy combat wizard with each development change we get swept up in. I don't think it's true that warrior mages don't have an identity and feel except maybe a lot of it has been generalized out of the game.
EHhn, I probably need a hug too. Haha no just kidding I need a spell that deals nerve damage.
>I really wish familiars could pick up weapons.
What? They can't? I rescue weapons with my familiars all the time (don't I? Am I hallucinating?)
>Forgive my snark, but welcome to the life of a warrior mage.
VOLCANUS
Re: SvS Nerf
03/11/2015 12:01 PM CDT
> has cut down the warrior mage toolbox to increasingly generic push-button-receive-damage spells.
I disagree with this. Think back to the early days of Warrior Mages.
Here's a brief blast to the past: http://www.angelfire.com/ca2/warriormage/page2.html (Yes, that's Angelfire, circa 2001). What is in this page that you can no longer do with your toolkit? I'd argue nothing. On the other hand, the WM repertoire has expanded quite a bit. DOTs. disablers. Buffs. More AOE options. It's a good time to be a Warmie.
> EHhn, I probably need a hug too. Haha no just kidding I need a spell that deals nerve damage.
Now that's an interesting idea. Maybe give war mages a pathway that lets them target the skin for internal and external wounds?
DR-RAESH
Re: SvS Nerf
03/11/2015 12:22 PM CDT
In general with 3.0 I think we went a little too generic with TM spells (Which is better than the MASSIVE differences in effectiveness and the tier system we had in the past) and we have some cool ideas for different types of TM spells that are more than just a cosmetic wash over "Single shot, multi shot, AoE (single/multi)" - but they need new mechanics and to be approached with caution to preserve game balance. I know I sound like a broken record here, but that was yet another project that's suffered significant delays due to Socharis's passing. It's something I'd like to revisit and work on but I don't know when it will make sense in my current slate of projects or if someone else may get to it first.
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
ILLIENA
Re: SvS Nerf
03/11/2015 12:50 PM CDT
> EHhn, I probably need a hug too. Haha no just kidding I need a spell that deals nerve damage.
My recollection is that nerve damage was removed on the grounds that 3.0 was going to nerf it by making it far less of a penalty.
My recollection is that nerve damage was removed on the grounds that 3.0 was going to nerf it by making it far less of a penalty.
ASHBOMB
Re: SvS Nerf
03/11/2015 12:55 PM CDT
>>In general with 3.0 I think we went a little too generic with TM spells (Which is better than the MASSIVE differences in effectiveness and the tier system we had in the past) and we have some cool ideas for different types of TM spells that are more than just a cosmetic wash over "Single shot, multi shot, AoE (single/multi)" - but they need new mechanics and to be approached with caution to preserve game balance. I know I sound like a broken record here, but that was yet another project that's suffered significant delays due to Socharis's passing. It's something I'd like to revisit and work on but I don't know when it will make sense in my current slate of projects or if someone else may get to it first.
Now that I'm more awake and had coffee, yeah. This. Generics and lack of Summoning are my core issues. I don't fault the GMs, especially considering the circumstances regarding Socharis. I'd apply to become GM today if I could keep my account active long enough to qualify for it just to help out with the dev.
Thanks for the acknowledgement and response.
DR-RAESH
Re: SvS Nerf
03/11/2015 04:24 PM CDT
Part of the problem is that different damage types matter quite a bit and yet don't perceive it that way due to how damage is summed in DR and the lack of numbers on the player end.
... and that's a problem for making spells feel different while actually being balanced. And I don't think anyone has come up with a nifty solution yet.
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
... and that's a problem for making spells feel different while actually being balanced. And I don't think anyone has come up with a nifty solution yet.
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
ASHBOMB
Re: SvS Nerf
03/11/2015 05:16 PM CDT
Passive debilitators based on damage type that trigger occasionally would help give it flavor. (talking 1-5 second debilitators, nothing like an actual spell)
For Warrior Mages
Fire - small bursts of fire, causing stuns and rare fall overs to douse the flames.
Water - balnce debuffs, chills that cause stuns, slows, rare crits of ice encasement (entangled)
Electric - Drop things ala tingle (with faster recovery for pickup), electrical stuns, rare crit to accidentally attack the wrong target with muscle spasms.
Earth - step in mud, messing up balance crit for weapon or body getting stuck in mud and have to dig out (short rt 1-2 times)
Air - Vertigo-style debilitation with rare crit to get knocked over by a gust of wind.
Aether - dazzled ala prismatic colors rare crit to <something>
Base it on last cast spell, give it a potential attempt for 30 seconds, max occurances say 2-3 per spell.
Example messaging:
A small puff of smoke on the ship's rat bursts into a flash of flame! The rat is stunned!(2 seconds)
The muscles in the goblin's arm spasm, electricity dancing down the limb. His arm snaps out to deal a light hit to a giant hog! (Whoops!)
ROBERTDH
Re: SvS Nerf
03/11/2015 05:43 PM CDT
>My recollection is that nerve damage was removed on the grounds that 3.0 was going to nerf it by making it far less of a penalty.
Yes and I can even still find posts to that effect! Also there was some caveating that 'we could still include it but it will costs more slots.' And then Mind Blast is still a thing. :/
...and I still definately notice problems when I've exploded my nerves. If I wanted to deal damage the most efficient way possible I'd just play Progress Quest. I suppose on some introspection I just want to be able to toy with my critter victims and cackle uproariously about it.
Because video games make you a terrible person.
I also came across this old quote, which we have heard many variations of over the years that now just makes me mopey:
>Spell Synergy, while some people like the cool aspect of it, is not going to give the spells any extra power and so you're basically saying "GMs, please weaken our spells by making us cast three of them to give you the effect you were willing to give us in one!" I'd rather just make your spells seem cool on their own, and save synergies for when it's really important!
I don't think we ever got a development pass to make our spells cool on their own. And numbers -- even if we could see them -- aren't very cool. Balanced numbers are especially not cool. You can see all the numbers over in GS, and I get the sense that their vocal players are much less interested in numbers than those playing DR.
It's probably not very productive to go back and enumerate everything 'we lost' (skin damage, nerve damage, a couple of damage combinations, neck-snap crit messaging, the on-fire status (it was of questionable worth in practice of course], the ability to turn RM off, blackfire, blah bah blah...) ... but yeah I look at those old spell lists and weep a single tear after I turn to the camera.
I think the numbers for being a WM are pretty okay, or at least if you think of the Barbarian guild as a model.... we're just short on the 'cool' right now: Unique or divergent mechanics, cinematic messaging. More ... luxury? More being a stylish murderer... I should probably just re-activate my necro.
>Forgive my snark, but welcome to the life of a warrior mage.
Yes and I can even still find posts to that effect! Also there was some caveating that 'we could still include it but it will costs more slots.' And then Mind Blast is still a thing. :/
...and I still definately notice problems when I've exploded my nerves. If I wanted to deal damage the most efficient way possible I'd just play Progress Quest. I suppose on some introspection I just want to be able to toy with my critter victims and cackle uproariously about it.
Because video games make you a terrible person.
I also came across this old quote, which we have heard many variations of over the years that now just makes me mopey:
>Spell Synergy, while some people like the cool aspect of it, is not going to give the spells any extra power and so you're basically saying "GMs, please weaken our spells by making us cast three of them to give you the effect you were willing to give us in one!" I'd rather just make your spells seem cool on their own, and save synergies for when it's really important!
I don't think we ever got a development pass to make our spells cool on their own. And numbers -- even if we could see them -- aren't very cool. Balanced numbers are especially not cool. You can see all the numbers over in GS, and I get the sense that their vocal players are much less interested in numbers than those playing DR.
It's probably not very productive to go back and enumerate everything 'we lost' (skin damage, nerve damage, a couple of damage combinations, neck-snap crit messaging, the on-fire status (it was of questionable worth in practice of course], the ability to turn RM off, blackfire, blah bah blah...) ... but yeah I look at those old spell lists and weep a single tear after I turn to the camera.
I think the numbers for being a WM are pretty okay, or at least if you think of the Barbarian guild as a model.... we're just short on the 'cool' right now: Unique or divergent mechanics, cinematic messaging. More ... luxury? More being a stylish murderer... I should probably just re-activate my necro.
>Forgive my snark, but welcome to the life of a warrior mage.
ABSOLON
Re: SvS Nerf
03/11/2015 05:48 PM CDT
<<Also there was some caveating that 'we could still include it but it will costs more slots.'
<<And then Mind Blast is still a thing. :/
Mental Blast costs 5 slots, so it doesn't contradict your statement.
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
<<And then Mind Blast is still a thing. :/
Mental Blast costs 5 slots, so it doesn't contradict your statement.
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
ORBITAL303
Re: SvS Nerf
03/11/2015 06:45 PM CDT
I would like a non-naphtha way to light people on fire because reasons.
- Starlear, Warrior Mage and Lieutenant of Ilithi's Crystal Vanguard -
- Starlear, Warrior Mage and Lieutenant of Ilithi's Crystal Vanguard -
VOLCANUS
Re: SvS Nerf
03/11/2015 07:26 PM CDT
> Fire - small bursts of fire, causing stuns and rare fall overs to douse the flames.
> Water - balnce debuffs, chills that cause stuns, slows, rare crits of ice encasement (entangled)
> Electric - Drop things ala tingle (with faster recovery for pickup), electrical stuns, rare crit to accidentally attack the wrong target with muscle spasms.
> Earth - step in mud, messing up balance crit for weapon or body getting stuck in mud and have to dig out (short rt 1-2 times)
> Air - Vertigo-style debilitation with rare crit to get knocked over by a gust of wind.
> Aether - dazzled ala prismatic colors rare crit to <something>
I kind of love this idea, but could I suggest it as a single slot meta spell near the top of the tree. The meta requires more of the first element than the second. Thematically, you're using your mastery of one discipline to alter the effects of another.
Earth + Fire => super heat fist of stone to add fire damage to the impact.
Water + Fire => Apply more heat to your geyser to erupt steam rather than water. Loses impact damage, but hinders perception and ranged accuracy.
Electric + Aether => Coat your target in a brief ethereal shroud delaying half the bolts. Half hit immediate, half hit a random 3-10 seconds later. Knocks out of hiding if hit with a strong enough blast.
Air + Water => Freeze the air before it blasts your target adding a fatigue hit in addition to the cast.
ROBERTDH
Re: SvS Nerf
03/11/2015 07:43 PM CDT
>Mental Blast costs 5 slots, so it doesn't contradict your statement.
No for sure, though I don't recall nerve damage being brought up much by devs or players in the discussions about its cost. My main point is that we lost nerve damage from an entire spellbook on the idea that 1) warmages wouldn't pay for it, 2) it's not even worth paying for, 3) it doesn't even make sense. Maybe all these things were even right! But now it's hard to avoid that CL and LB are kind of lame ... and it's no one change's fault, either. Lots of things have sort of built up to ... meh.
I don't want to create too much whining, either! I think WMs are in a better place than they have ever been (the guild isn't 50% vaporware anymore!), and summoning ties together our non-spell unique mechanics nicely and has already shown some really cool new development -- summoning domains for one is incredibly fun and captures a bit of the spell-synergy feel of old.
And obviously lots of things are working right because we're still the most popular and populous guild.
I just agree that the spellbooks are not where they have been in terms of uniqueness and cool factor. Maybe WM magic has always been uninspired and generic, and the literally game-breaking overpoweredness overshadowed that? I don't think that's the case, though. If you critically appraise the design itself, it falls short compared to the richness of unique fun in most other guild spellbooks.
>Forgive my snark, but welcome to the life of a warrior mage.
No for sure, though I don't recall nerve damage being brought up much by devs or players in the discussions about its cost. My main point is that we lost nerve damage from an entire spellbook on the idea that 1) warmages wouldn't pay for it, 2) it's not even worth paying for, 3) it doesn't even make sense. Maybe all these things were even right! But now it's hard to avoid that CL and LB are kind of lame ... and it's no one change's fault, either. Lots of things have sort of built up to ... meh.
I don't want to create too much whining, either! I think WMs are in a better place than they have ever been (the guild isn't 50% vaporware anymore!), and summoning ties together our non-spell unique mechanics nicely and has already shown some really cool new development -- summoning domains for one is incredibly fun and captures a bit of the spell-synergy feel of old.
And obviously lots of things are working right because we're still the most popular and populous guild.
I just agree that the spellbooks are not where they have been in terms of uniqueness and cool factor. Maybe WM magic has always been uninspired and generic, and the literally game-breaking overpoweredness overshadowed that? I don't think that's the case, though. If you critically appraise the design itself, it falls short compared to the richness of unique fun in most other guild spellbooks.
>Forgive my snark, but welcome to the life of a warrior mage.
BADGOPHER
Re: SvS Nerf
03/11/2015 08:03 PM CDT
>Maybe WM magic has always been uninspired and generic, and the literally game-breaking overpoweredness overshadowed that? I don't think that's the case, though. If you critically appraise the design itself, it falls short compared to the richness of unique fun in most other guild spellbooks.
CL and LB were also the prime 'DFA' spells back in the day, with AE a close second (thought AE had the spirit hit), but DFA was neutered, and a lot of spells have a DFA or DFB type component.
Well, I think when only WMs had AoE effect offense, both CL and FR were highly desired. But now Clerics, Paladins, bards, Necros, and I think MMs, have one, and they're all pretty standard. WMs still have the most 'fire and forget' spells, but players generally view those as lackluster (MAB, the ice one, arguably DB).
I think it's more that the 'wow' has been diluted. Now, everyone has at least one version of a 'special' spell, so having 2 or even 3 isn't really a wow factor, especially when your spells will have a lot of environmental conditions not attached to anyone else (indoor, outdoor, natural floor, water, not water, etc.).
CL and LB were also the prime 'DFA' spells back in the day, with AE a close second (thought AE had the spirit hit), but DFA was neutered, and a lot of spells have a DFA or DFB type component.
Well, I think when only WMs had AoE effect offense, both CL and FR were highly desired. But now Clerics, Paladins, bards, Necros, and I think MMs, have one, and they're all pretty standard. WMs still have the most 'fire and forget' spells, but players generally view those as lackluster (MAB, the ice one, arguably DB).
I think it's more that the 'wow' has been diluted. Now, everyone has at least one version of a 'special' spell, so having 2 or even 3 isn't really a wow factor, especially when your spells will have a lot of environmental conditions not attached to anyone else (indoor, outdoor, natural floor, water, not water, etc.).
2DUMBARSE
Re: SvS Nerf
03/11/2015 10:57 PM CDT
I like TM spells that do more than just blow stuff up. I think metamagic is a good way to tweak some of the existing spells that might have some additional features. Like, a metaspell that adds a frozen water component to PW so it freezes people in place once they're pushed or pulled or a metaspell that adds a damage over time component to a certain fire spell. There's also room for spells that do more than one thing out of the gate, like a hybrid cold and fire TM spell that does an initial gush of damage and subsequently tries to drown people or things (i.e. pulsing vit or fatigue hits) who don't have air bubble up because air bubble rocks.
Of course, things that cause characters to be held in place or constantly knocked down or pushed around should have some sort of PvP diminishing returns separate from stun/immobilize effects to prevent abuse, but that's neither here nor there. Just a PvP concern because giving people more ways of making themselves immune to damage by rendering opponents unable to fight back is not conducive to balance; keeping someone on the ground or at missile for the duration of a fight can be no different than stunning or immobilizing him or her over and over. Dispel isn't the answer because running away and back and recasting is very much a thing.
Of course, things that cause characters to be held in place or constantly knocked down or pushed around should have some sort of PvP diminishing returns separate from stun/immobilize effects to prevent abuse, but that's neither here nor there. Just a PvP concern because giving people more ways of making themselves immune to damage by rendering opponents unable to fight back is not conducive to balance; keeping someone on the ground or at missile for the duration of a fight can be no different than stunning or immobilizing him or her over and over. Dispel isn't the answer because running away and back and recasting is very much a thing.
ASHBOMB
Re: SvS Nerf
03/12/2015 01:58 AM CDT
I thought about the PvP concerns when I was suggesting my random passive debil perks, it could easily be tweaked to only occur every 5 spells cast or so, just some random flavor with a little bit of bonus.
Honestly, I'd take the flavor just to have it, but would feel a little :/ about no combat impacts.
VOLCANUS
Re: SvS Nerf
03/12/2015 09:09 AM CDT
> I thought about the PvP concerns when I was suggesting my random passive debil perks, it could easily be tweaked to only occur every 5 spells cast or so, just some random flavor with a little bit of bonus.
I'm generally a fan of deliberate moves. That's why I'd suggest trade offs over randomness.
JULIAN
Re: SvS Nerf
03/12/2015 09:29 AM CDT
>>That's accurate insofar as that's what the GMs have said is the case. What Maz means, I think, is if it takes 500 augmentation skill to cap a basic buff (made up number), then once you reach 500 ranks you have your capped buff whether magic primary, secondary or tertiary. In theory, even the hardest to cast buffs shouldn't take more than 1200 skill, potentially less with spell stance and mastery feats, and that's attainable even for a magic tert guild.<<
Yeah, that.
IDK, I loved playing my WM in 2.0. =( Eventually you only used maybe 4 TM spells (out of lots) to do damage - aether lash, lightning bolt, chain lightning, maybe fire rain in invasions - but you strode through Elanthia like Gozer the Gozerian smiting down lesser text beings left and right, or played deadly games of cat and mouse or hide and seek with someone knowing that whoever made the first mistake was going to die, and it felt really epic until you got yourself sniped in the face or fought a Barbarian with Dragon Dance or what have you. It wasn't balanced but it was more fun.
3.0 did away with that epicness/OPness across the board and arguably that was for the best, but it didn't replace that with anything and for WMs pretty much the whole guild experience was based around it, so IMO right now it's a little lacking.
>>Part of the problem is that different damage types matter quite a bit and yet don't perceive it that way due to how damage is summed in DR and the lack of numbers on the player end.<<
>>... and that's a problem for making spells feel different while actually being balanced. And I don't think anyone has come up with a nifty solution yet.<<
A whole lot of this, basically. IMO maybe backing off the balance requirement (for everyone) would be a help. As long as every guild has a few things that feel kind of OP I think it could be fine.
>>One of the advantages of being an MU in a magic primary guild that I think gets overlooked a lot is not just the quality of magic primary spellbooks, but their size. Clearly, a lot of time was spent on making magic primary spellbooks something enviable. I mean, just think about what warmies had before 3.0. I played a warmie back in the day, but had a hard time enjoying it because it was all about casting CL or ALA with 20 other spells that did basically the same thing less efficiently. It seems by design that magic secondary and tertiary guilds have spellbooks that are less comprehensive.<<
Less comprehensive but just as effective, right? You don't need half a dozen ways to do something if the two or three you have work just as well and your overall package is well tailored for your guild.
Mazrian
Yeah, that.
IDK, I loved playing my WM in 2.0. =( Eventually you only used maybe 4 TM spells (out of lots) to do damage - aether lash, lightning bolt, chain lightning, maybe fire rain in invasions - but you strode through Elanthia like Gozer the Gozerian smiting down lesser text beings left and right, or played deadly games of cat and mouse or hide and seek with someone knowing that whoever made the first mistake was going to die, and it felt really epic until you got yourself sniped in the face or fought a Barbarian with Dragon Dance or what have you. It wasn't balanced but it was more fun.
3.0 did away with that epicness/OPness across the board and arguably that was for the best, but it didn't replace that with anything and for WMs pretty much the whole guild experience was based around it, so IMO right now it's a little lacking.
>>Part of the problem is that different damage types matter quite a bit and yet don't perceive it that way due to how damage is summed in DR and the lack of numbers on the player end.<<
>>... and that's a problem for making spells feel different while actually being balanced. And I don't think anyone has come up with a nifty solution yet.<<
A whole lot of this, basically. IMO maybe backing off the balance requirement (for everyone) would be a help. As long as every guild has a few things that feel kind of OP I think it could be fine.
>>One of the advantages of being an MU in a magic primary guild that I think gets overlooked a lot is not just the quality of magic primary spellbooks, but their size. Clearly, a lot of time was spent on making magic primary spellbooks something enviable. I mean, just think about what warmies had before 3.0. I played a warmie back in the day, but had a hard time enjoying it because it was all about casting CL or ALA with 20 other spells that did basically the same thing less efficiently. It seems by design that magic secondary and tertiary guilds have spellbooks that are less comprehensive.<<
Less comprehensive but just as effective, right? You don't need half a dozen ways to do something if the two or three you have work just as well and your overall package is well tailored for your guild.
Mazrian
JULIAN
Re: SvS Nerf
03/12/2015 09:37 AM CDT
ie: A model of balance that is less Blizzard style "Assuming 2 combatants of equal skill engage each other under neutral conditions their matches should run 50/50 over an infinite series of identical matches" or "Equalize theoretical DPS under a uniform set of behavioral assumptions" and more League of Legends Style "Sure that's kind of OP but it's asymetrically balanced by this OTHER OP thing over here and both are fun to play with so why are you complaining?".
Mazrian
Mazrian
DR-RAESH
Re: SvS Nerf
03/12/2015 01:40 PM CDT
(Like usual, the numbers below are made up but are being used to express an idea)
Every guild has "Stuff" they can do. For a magic prime, most of their "Stuff" should be through magic system in one way or another. Say 70% magic, 30% "else" (Summoning, Prediction, Communes etc). Magic primes are doing fairly good here.
Which implies that for a magic tert (We're ignoring magic secondaries for the sake of this discussion, assume they're in the middle) we should have the reverse. 30% of their "Stuff" should be magic and 70% should be guild abilities, guild skills etc. But we don't have that. Why? (Okay, Traders do, but that's because they're 100% stuff right now).
Well... there's a bunch of reasons. And keep in mind, I'm talking about where they are now, not in an ideal "end state".
1) Magic was just overhauled and balanced and is a very broad flexible system with modern code.
2) Writing magic spells is relatively easy.
3) We don't have the diversity of effects we once had since the more complex spells tend to be the ones that weren't converted, lost something in the conversion, or did things the guild really shouldn't have been doing.
4) Since magic terts need to support all their magic skills still they need a broad selection of spells, so they tend to get the essentials in every spellbook and because of point 3) they don't miss the depth as much.
5) Guild skills are hard to build right and both Rangers and Paladins are woefully out of date. This means that both pre3.0 and post development often took the shape of a spell when, perhaps, it should not have.
6) Existing guild abilities tend not to consider important things like "Being tied to skills" and "Growing through 150-200 circles".
I could go on, but it really all just boils down to "It's been easier to develop magic for tert guilds than other stuff" and "We aren't currently rewarding having a deep spellbook as much as we should because we took away the idea of spell tier as far as spell power and unique and useful spells are hard to conceive of, balance, and code."
Which is why I've spent a fair bit of my thinking time lately working on Paladin's non-magic stuff. It may not seem like it at first, but that sort of work is going to be healthy for magic primes in the long term as well as the guild(s) in question.
-Raesh
P.S. Rangers, we haven't forgotten you - I have some nifty ideas for how to modernize the Ranger guild abilities but I'm further along with the Paladin ones and don't want to split my attention - I've been learning how easy it is to overwhelm myself with projects to the point where I just don't get any of them done.
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
Every guild has "Stuff" they can do. For a magic prime, most of their "Stuff" should be through magic system in one way or another. Say 70% magic, 30% "else" (Summoning, Prediction, Communes etc). Magic primes are doing fairly good here.
Which implies that for a magic tert (We're ignoring magic secondaries for the sake of this discussion, assume they're in the middle) we should have the reverse. 30% of their "Stuff" should be magic and 70% should be guild abilities, guild skills etc. But we don't have that. Why? (Okay, Traders do, but that's because they're 100% stuff right now).
Well... there's a bunch of reasons. And keep in mind, I'm talking about where they are now, not in an ideal "end state".
1) Magic was just overhauled and balanced and is a very broad flexible system with modern code.
2) Writing magic spells is relatively easy.
3) We don't have the diversity of effects we once had since the more complex spells tend to be the ones that weren't converted, lost something in the conversion, or did things the guild really shouldn't have been doing.
4) Since magic terts need to support all their magic skills still they need a broad selection of spells, so they tend to get the essentials in every spellbook and because of point 3) they don't miss the depth as much.
5) Guild skills are hard to build right and both Rangers and Paladins are woefully out of date. This means that both pre3.0 and post development often took the shape of a spell when, perhaps, it should not have.
6) Existing guild abilities tend not to consider important things like "Being tied to skills" and "Growing through 150-200 circles".
I could go on, but it really all just boils down to "It's been easier to develop magic for tert guilds than other stuff" and "We aren't currently rewarding having a deep spellbook as much as we should because we took away the idea of spell tier as far as spell power and unique and useful spells are hard to conceive of, balance, and code."
Which is why I've spent a fair bit of my thinking time lately working on Paladin's non-magic stuff. It may not seem like it at first, but that sort of work is going to be healthy for magic primes in the long term as well as the guild(s) in question.
-Raesh
P.S. Rangers, we haven't forgotten you - I have some nifty ideas for how to modernize the Ranger guild abilities but I'm further along with the Paladin ones and don't want to split my attention - I've been learning how easy it is to overwhelm myself with projects to the point where I just don't get any of them done.
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
ASHBOMB
Re: SvS Nerf
03/12/2015 04:17 PM CDT
>> Since magic terts need to support all their magic skills still they need a broad selection of spells, so they tend to get the essentials in every spellbook and because of point 3) they don't miss the depth as much.
Is there merit to discussing the option of magic tert guilds not needing all the magic skills?
Raesh you're a beast on development, don't let this conversation get you frustrated (not saying it is). I really appreciate the candor and transparency here, that's not always(rarely)been a thing in the past.
For me, acknowledgement of the issue is enough, I know you'll get to it when you and the other Devs can. This isn't the Dragonrealms with 2-3 GMs for each guild anymore, so it's not going to grow at the same pace.
By all means work on the Paladins and Rangers, they need love too. If I were a paladin, I'd want a spectral holy shield I could put in front of someone to provide them with extra defense(shield/defense skill boosts). Have it tax the soul state, and be non-mobile (like RoS). Call it a Divine Favor Shield (and give it a look based on last favor picked up) Rangers need camo paint to improve stealth and ranged weapons while hiding.
DR-RAESH
Re: SvS Nerf
03/12/2015 05:20 PM CDT
>>Is there merit to discussing the option of magic tert guilds not needing all the magic skills?
Hmm. Not at this point, no.
It's clear that's the direction we went with Barbarians and Thieves (And that's been sort of a mixed bag) but I don't think it was ever seriously considered for magic terts. Part of the problem is the existence of the AP spellbook and sorcery (They need the skills for those systems) and also it ends up being really restrictive in what your magic can do. There are some minor themes going on with the guilds in which skills they tend to get more spells in, but I don't know how apparent that is on the user side, and it's not as strong of an emphasis as it could be. (Warrior Mages get more TM spells, Moon Mages more utility and so forth).
Of course, they don't actually need all the magic skills - at least not to circle.
Really, I think there's three things that will really help Warrior Mages going forward, unfortunately none of these are quick fixes.
1) Barrier Review. This will likely end up improving where Warrior Mages stand in a number of ways, both by narrowing barriers (Which a Warrior Mage is well equipped to exploit a vulnerability with their diverse TM spells) and improving some of the existing barriers for Warrior Mages (Compare MPP vs ES as they currently exist).
2) TM improvements. Just giving us a wider range of options and effects - we lost some of the knobs we were planning to have in 3.0 because they didn't work out when we actually tried to develop them, so we're trying to find some new ones to put in their place.
Some ways to make TM spells feel like more than recolors that we came up with brainstorming a few months ago (Note: This isn't a complete or finished list, so I'm not trying to get into a specific discussion at this time)
DoT (Damage over Time) spells
Vitality Draining
Fatigue Draining
Delayed TM Spell
Knockdown (Or other non damage TM)
Focus on specific areas (Carrion Call, the old Limb Disruption).
Reactive TM, likely cyclic.
Slow (Might also be a debil spell) that increases RTs and engagement times.
3) Warrior Mage Sorcery. Just like Moon Mages we don't want or expect everyone to engage in it, but it lets us put together some really weird spells that are hands off to everyone else.
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
Hmm. Not at this point, no.
It's clear that's the direction we went with Barbarians and Thieves (And that's been sort of a mixed bag) but I don't think it was ever seriously considered for magic terts. Part of the problem is the existence of the AP spellbook and sorcery (They need the skills for those systems) and also it ends up being really restrictive in what your magic can do. There are some minor themes going on with the guilds in which skills they tend to get more spells in, but I don't know how apparent that is on the user side, and it's not as strong of an emphasis as it could be. (Warrior Mages get more TM spells, Moon Mages more utility and so forth).
Of course, they don't actually need all the magic skills - at least not to circle.
Really, I think there's three things that will really help Warrior Mages going forward, unfortunately none of these are quick fixes.
1) Barrier Review. This will likely end up improving where Warrior Mages stand in a number of ways, both by narrowing barriers (Which a Warrior Mage is well equipped to exploit a vulnerability with their diverse TM spells) and improving some of the existing barriers for Warrior Mages (Compare MPP vs ES as they currently exist).
2) TM improvements. Just giving us a wider range of options and effects - we lost some of the knobs we were planning to have in 3.0 because they didn't work out when we actually tried to develop them, so we're trying to find some new ones to put in their place.
Some ways to make TM spells feel like more than recolors that we came up with brainstorming a few months ago (Note: This isn't a complete or finished list, so I'm not trying to get into a specific discussion at this time)
DoT (Damage over Time) spells
Vitality Draining
Fatigue Draining
Delayed TM Spell
Knockdown (Or other non damage TM)
Focus on specific areas (Carrion Call, the old Limb Disruption).
Reactive TM, likely cyclic.
Slow (Might also be a debil spell) that increases RTs and engagement times.
3) Warrior Mage Sorcery. Just like Moon Mages we don't want or expect everyone to engage in it, but it lets us put together some really weird spells that are hands off to everyone else.
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose