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Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 05:35 PM CDT
According to the wiki:

>Training in Elemental Lore, Fire and/or Elemental Lore, Water will increase the spell's damage factor. The increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200. There is no requirement to train in both lores to increase the damage factors for this spell. Total DF bonus with 200 lore ranks is .075.

https://gswiki.play.net/Minor_Steam_(1707)

~ Methais
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 07:50 PM CDT
Ok, I gotta ask.

Fire lore does this (unlocks Minor Water (903) to Minor Steam (1707) via EVOKE.

So, my question - what am I missing about wanting EL:W to do it?

Doug
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 08:54 PM CDT
So you don't have to train in fire lore to unlock one of the best bolt spells in the game..

Since water lore already increases the damage if you are a water mage those 20 ranks of fire might be a waste.

http://i.imgur.com/lsWPzG9.gif
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 09:01 PM CDT
I think it would be neat if training in water lore let you evoke Minor Fire 906 to get Steam.

Even cooler would be if having both let you cast some kind of steam-based ball spell, but that is likely just me.

PS Attune to steam please?

PPS Make attuning more useful also?

_ _ _
Wyrom gestures at you, causing you to explode.
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 09:16 PM CDT
An interesting thought - but I was under the impression that only. . . um. . . that few wizards trained to 20 ranks in EL:W, but almost every wizard trained to 20 ranks EL:F.

So, that's why I asked. I am not clear why EL:F has suddenly lost its allure. . .

Doug
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 09:23 PM CDT
Do they train 20 ranks because they want to? Or do they feel they have to?

I think people are trying to come up with more combat effectiveness for water lore so that all the good utility spells don't require a lore that has almost no combat use. I would imagine since the GMs are pretty stuck on water lore for enchanting, and people want that benefit, so they want more combat uses for that lore.

http://i.imgur.com/lsWPzG9.gif
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 09:26 PM CDT
>> I would imagine since the GMs are pretty stuck on water lore for enchanting, and people want that benefit, so they want more combat uses for that lore.

Could be. Hope it doesn't happen - there needs to be diversification.

And - already exists anyway.

Doug
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 09:29 PM CDT
>> The final line is there to let you know how to proceed with the enchantment, since some players didn't know they needed to channel it. However, I will caution you from channeling too early! The failure for casting too early, although not a total item destruction anymore, is still there!

Good to know!

I channeled at my project twice in a row and the end result was no effect so I assumed the chance for any mishap on an early cast was negated.

-- Robert

You gesture at Dionket.
You hurl a small surge of electricity at Dionket!
Horrid jolt of electricity shatters ribs in a sickening flash of light!
Dionket is stunned!

<< PING! >>
You avert your eyes as Dionket begins to radiate an interesting iridescent indigo.
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 09:37 PM CDT
Why does there need to be diversification? Some people, myself included, don't want to be a jack of all trades. I want to be a master of one.

Diversification could be done in a much different way as well. Our spells could just be shells. You could just have 4 bolt spells, minor/major bolt & minor/major ball. You could have it cast a random element until you get 20 ranks in an element. Once you have 20 ranks you can unlock that element for the spells. This could be expanded to any spell in our arsenal really.

I should say that I hate this idea and hope it never gets implemented like this. The plus side though is that it would free up a lot of spells slots for more/better spells. With recent revelations I doubt anyone wants to work on wizards though, so those slots would just sit empty forever.

http://i.imgur.com/lsWPzG9.gif
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 09:45 PM CDT
>> The final line is there to let you know how to proceed with the enchantment, since some players didn't know they needed to channel it. However, I will caution you from channeling too early! The failure for casting too early, although not a total item destruction anymore, is still there!

Good to know!

I channeled at my project twice in a row and the end result was no effect so I assumed the chance for any mishap on an early cast was negated.

-- Robert


I must have saved you guys from yourselves, and forgot I built in a fail-safe for those who might cast too early.

~Contemplar~
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 10:01 PM CDT
<<Why does there need to be diversification? Some people, myself included, don't want to be a jack of all trades. I want to be a master of one.

Good. And I don't. That's diversification in action. But if no lore mattered, and every lore did what every other lore did, we wouldn't be diverse.

Utility does utility - want to master it? Or dabble? Or ignore it? But when utility does combat, what's the point?

Doug
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 10:13 PM CDT
>> Utility does utility - want to master it? Or dabble? Or ignore it? But when utility does combat, what's the point?

I don't expect to see this in Elanthia in the next 20 years but for my view...

Fire would do combat, utility, etc. but with a fire flavor... this would reflect itself in combat spells being enhanced, but unique to fire, utility being provided, but unique to fire... you would be a fire mage, master of fire, bending magic to your will through the element of fire.

Water would also do combat, utility, etc. but combat spells would be enhanced differently, water would provide different utility, all with a ice/water feel to it.

That's the vision for elemental lores that I was hoping for and would still love to see someday.

-- Robert

You gesture at Dionket.
You hurl a small surge of electricity at Dionket!
Horrid jolt of electricity shatters ribs in a sickening flash of light!
Dionket is stunned!

<< PING! >>
You avert your eyes as Dionket begins to radiate in garish gradients of green!
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 10:14 PM CDT
>Why does there need to be diversification? Some people, myself included, don't want to be a jack of all trades. I want to be a master of one.

Good question. Think about it this way: If you had to train in at least one lore, but lores provided no benefit, would you specialize in one or diversify?

>Diversification could be done in a much different way as well. Our spells could just be shells. You could just have 4 bolt spells, minor/major bolt & minor/major ball. You could have it cast a random element until you get 20 ranks in an element. Once you have 20 ranks you can unlock that element for the spells. This could be expanded to any spell in our arsenal really.
>
>I should say that I hate this idea and hope it never gets implemented like this. The plus side though is that it would free up a lot of spells slots for more/better spells. With recent revelations I doubt anyone wants to work on wizards though, so those slots would just sit empty forever.

Most of the other pure spell lists are geared to work this way, though. Sorcerers have a few choices, but spiritual pures use a couple offensive spells that improve in power based on lore training. The variety in the 900/500 lists really works against wizards. I'd like to see more variety in the other lists with immunities/resistances, the same as wizards have to deal with. And I don't consider this a nerf.
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 10:15 PM CDT
You misunderstand me. I want to pick a lore and stick with it. In my mind the benefits should ramp up the further you delve into a lore. I think each lore should have combat and utility components. They should just be different based on the lore you choose. I don't think that any lore should be confined to either combat or utility. I think utility spells should be something along the lines of mage armor where each lore gives different benefits. It would allow diversification AND being combat viable (if more combat spells get water lore amplifications).

http://i.imgur.com/lsWPzG9.gif
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 10:19 PM CDT
With my suggestion, depending on the ranks required, you could still get multiple benefits if you wanted to be a jack of all trades. You would be able to choose which benefit you wanted for each utility/defensive spell.

http://i.imgur.com/lsWPzG9.gif
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 10:25 PM CDT
Sorry, confused. Trying to keep up here.

Which suggestion? The 'shell spell' idea?

I think what's confusing me is I felt that was a 'devils advocate' position that you really didn't want to see. Did I miss a suggestion?

Doug
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 10:27 PM CDT
>>That's the vision for elemental lores that I was hoping for and would still love to see someday.

You'd probably base that off of 'bolt spell' and 'ball spell' and then paint to match lore, wouldn't you, Robert?

How would you handle something like Haste, in the 'desired state'?

Doug
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 10:39 PM CDT
<I think what's confusing me is I felt that was a 'devils advocate' position that you really didn't want to see. Did I miss a suggestion?

http://forums.play.net/forums/GemStone%20IV/Wizards/Wizard%20Spells/view/3779

Its not a fully fleshed out idea just more of an overview on how I would like lores to be implemented.

Much like what Robert suggested here:
http://forums.play.net/forums/GemStone%20IV/Wizards/Wizard%20Spells/view/3777

http://i.imgur.com/lsWPzG9.gif
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 11:03 PM CDT
>> You'd probably base that off of 'bolt spell' and 'ball spell' and then paint to match lore, wouldn't you, Robert?

Not necessarily, no. I'd probably keep a lot of the existing bolt / ball spells but add more power or additional features to the dedicated / specialist wizards that focused on related elements... maybe water bolts have a chance to freeze your opponent if you are dedicated enough in water lore (random example)?

>> How would you handle something like Haste, in the 'desired state'?

I'll ponder it some over my vacation. I wouldn't have all elemental lores modify all spells (e.g. not every spell needs to be improved by every lore). Instead I would look to provide 'similar' benefits (not the same, think more in terms of value or weight) across our spells for the dedicated / focused wizard.

Base haste would be available spell:
- Air Lore might improve haste much like it does today or even more at a dedicated level.
- Earth Lore probably would have no effect on haste but might instead improve mage armor such that you could improve the ASG base of your armor (someone truly dedicated to earth lore for example might able to be a wizard in the equivalent of plate for example). I could possibly live with base haste with that as a potential trade-off as a dedicated Earth Wizard.
- Fire Lore I might be disposed to lean more completely offensive for the haste trade-off and offer some sort of combat aura.
- Water Lore might offer increased magic defense.

Basically all the spells would work at a base level. Dedicated training in lores would unlock some abilities at certain thresholds (e.g. maybe the armor ASG improvement for wizard armor doesn't begin to kick in until 100 ranks of earth lore minimum, maybe you can start having a chance ford ouble strikes / casts with haste at 100 ranks of air lore, maybe you start having a certain level of magic resistance at 100 ranks of water lore, etc.

Someone training in 50 ranks of each lore (the base generalist) would unlock some base / minor functions of each element but wouldn't have any of the awesome benefits of dedicating themselves to a single or a couple of lores.

The above isn't balanced / clearly worked out but hopefully it paints a picture of a general concept. The idea would be to take each element and add some amazing features that fit the flavor of the element and then balance it out against the loss of some features from the other spells with a minimal investment. Generalist should still work and provide some functionality across the spectrum, but specialist should have some very unique / powerful benefits at the cost of having some spells minimized.

Thinking a bit more... maybe lore benefits scale spell power from 1-100, unlock a minor benefit at 50 which scales from 50-100, unlock a major benefit at 100 which further scales at you go further up to 200. That would be the basic framework - maybe you add a few intermediate steps to unlock additional elemental specific abilities / features along the way. Now with that framework in mind, start identifying what those unlocks might be and weighing them against each other.

All lore specializations would be viable - some might be more powerful in various situations or more powerful at hunting in general but then others might be amazing at enchanting or some other skill - all would still be able to hunt / enchant / etc regardless though.

Again... concepts that haven't been fleshed out but trying to give a sense of how it might work. I think I'm rambling a bit as well - it's late for me!

-- Robert
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/02/2017 11:17 PM CDT
Grabbed this of a different post as I try and wrap up my forum reading for the night!

>> Having lores unlocking a truehand-style effect with the appropriate element is a very interesting idea.

Unlock that abililty at 50 ranks and then have the effect scale up as you approach 100 ranks in a lore. Now you are more effective with bolts in your chosen dedicated lore but as a pure generalist you wouldn't see this benefit.

Everyone can still hunt as a generalist or without any lore training. Specialists would be better in their chosen element but would still be limited in that the benefit may not work in all situations (e.g. Being a fire mage won't help you in this regard when casting at fire creatures because you'll likely be casting a different elemental bolt at the creature).

Another random idea (last one for the night!), unlock special criticals for elemental specialists. Add a scaling modifier to the crit result based on lore dedication and if they achieve a rank 11 crit (using the dedication bonus as the only way to achieve this) then they achieve some truly spectacular elemental themed result. Who wouldn't love something like that?

The specific suggestions are just examples of things that could be done... if you like the concept and framework, it's just a matter of plugging things in and tweaking them until you like the results. The key point being that it gives an elemental theme / flavor to have RP fun with that I just don't see in the current elemental lore implementation.

-- Robert
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 12:57 AM CDT
>Now you are more effective with bolts in your chosen dedicated lore but as a pure generalist you wouldn't see this benefit.

>Everyone can still hunt as a generalist or without any lore training. Specialists would be better in their chosen element but would still be limited in that the benefit may not work in all situations (e.g. Being a fire mage won't help you in this regard when casting at fire creatures because you'll likely be casting a different elemental bolt at the creature).

I totally disagree with this truehand/lore unlock concept because it would create much more limitations for wizards than for any other pure. You don't see sorcerers, empaths, or clerics being "boxed" into a speciality or only being able to effectively use their spells if they have 100 ranks in a lore, and they only have two or three way lore splits. Sorcerers don't have to choose at all between demonology and necromancy (it's a pretty even split with limited marginal benefits to going all out in one), and therefore they get the best of all worlds. I'm tired of the forced limitations that wizards have to face due to the 4-way lore split and repeated requests for extremely high, 100 lore thresholds to even attempt to achieve a similar result that the other pures enjoy without sacrifice. Choose your bolt as you prefer to hunt, but don't force everyone to pick up 100 ranks in a specific lore to try to achieve the same thing that excessive CS does with no additional effort.

The lore unlock for bolts and lore choices don't align in any case, due to the assignment of elemental lores to fill specific functions, which often contradicts with the bolts one might choose to use.
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 09:17 AM CDT
You also don't see any other Pure profession with the (potential, suggested, brainstormed) capability of not-getting d100 rolls below (20, 40, 60, 80).
- Completely obviates the d100=1 FUMBLE, a.k.a. "piss away a bunch of mana."
- Makes it pretty darn likely you're going to hit. Hard. Doing a big stack of damage/nice big juicy crit.
- I don't recall the original idea having a trigger, like the analogous CMan [TrueHand] does. (Although I may be mis-recollecting the suggested post, too.) It "just works".

.

.

Has anyone given any brain-sweat to a potential list of Spell-Maneuvers?
(I had thrown the idea out a while ago, probably when Shield and Armor points started making their way into the system for use, thereby freeing up CMan points for the professions who have access to the Shield & Armor points.)

Capabilities that could be there, what pre-requisites, et cetera. ("Only works with a runestaff", for example. Hell, go all-out and have direct analogs for Shield- and Armor-points; Runestaff Points. [And multiply all of the costs by eight (x8), because it's 8 ranks/plevel for Runestaff defense.] "Only works with fire spells." Okay, clerics & empaths & sorcerers & rangers & paladins can get access to that one, with Fire Spirit... but all of the "Only works with earth/lightning/acid/cold/water/steam" ones they would be shut out of, unless they're wand-wavers.)
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 10:12 AM CDT
Okay, so we have at least 2 issues with lores:

First, wizards have less benefit to specializing than we do for generalizing. Creating high threshold benefits like Doug's truehand concept would help with this.

Second, as Fleurs has pointed out, wizards shouldn't feel more feel compelled to train 200 ranks of lores than clerics, empaths, or sorcerers. If the other professions can train 100 ranks of lores, in any combination, and not feel like they need to double train, then wizards may be at a disadvantage. This is significant because 50 ranks in each lore is doubled. Is it normal for all pures to double lores?
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 10:30 AM CDT
>> Is it normal for all pures to double lores?

There are a couple of things that generally don't get brought up. One of those is, there is no 'normal' at the point 'well post cap' where Fleurs is striving to affect change. At the point of 'well post cap', the player has more freedom to choose what to train in than ever before in the character's career.

Ultimately right up to what we call 'max trained', where the character has maximum ranks for every skill possible for his profession. At which point, yes absolutely double lores will occur (of course).

The problem is, we have this amorphous 'well post cap' discussion going on, which precedes 'max trained'. And even then, there's nothing 'normal' about the players and their chosen training methods, hunting areas, likes and dislikes.

The point to focus on training benefits to Lores, though is straightforward. Lores at least is a magical skill, intended to bring improvements and unlock features. It's been used and continues to be used in that way. It doesn't 'box' a wizard's training plan in, it expands it. And - it would likely be better for the genre if wizards mostly trained in Lores ahead of. . . oh, I dunno. . . picking locks and disarming traps?

Doug
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 10:45 AM CDT
I guess I meant: Is it normal for pures to double lores on the way up to cap? Would a cleric or empath do this? Would a sorcerer? Would a wizard gain more by double training early on than a cleric or empath, for example?
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 10:50 AM CDT
Ahh, in my opinion, no. We're still sorting through some changes, but I'd predict that .5x to 1x is where most wizards are going to land at cap. Mysteriously aligns.

Prior to these, it was not unusual to hear wizard players planning to cut over to 2x lores and 150's plus Major Elemental in pursuit of the mutant / specialization Immo build. The earliest I recall anyone doing that was 95 trainings - and didn't sound like he was extra happy at the time.

But consider - even with the skewed power of that build, it wasn't undertaken until very near, at or just post cap. And even then 'further training required'.

So there's something that's happening between 'cap' and 'well post cap'.

Doug
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 12:28 PM CDT
>You also don't see any other Pure profession with the (potential, suggested, brainstormed) capability of not-getting d100 rolls below (20, 40, 60, 80).

Yes, we do. It's called 340. I don't believe in taking cookie cutter spell copies of other profession's spells/abilities. That's why 950 is different from 240 yet delivers a comparable result, except it's not on a single target basis.
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 02:34 PM CDT
What is the point behind lores? Mechanics aside, why do we train them? Their effects are more subtle than something like weapon training, or spell research. When they were first released, as I understood it they were meant to be a way to customize a character more, e.g. the fire mage with fire lore, or the necromancer with necromancy lore. I could be wrong about that, but the wiki entry on lores seems to follow that line of thinking. If the common folk know nothing about them, why do critters get them (and are so heavily trained in them)? Are they something every person should know a little of? Is it something combat-oriented? If so, why don't squares learn them?

Any thoughts?
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 02:36 PM CDT

>why do critters get them (and are so heavily trained in them)?

creatures are .5x. Wizards and other pures are expected to be 1x.
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 02:50 PM CDT
>So, my question - what am I missing about wanting EL:W to do it?

Because it makes sense?

Fire + water = steam
Water + fire = steam

>So, that's why I asked. I am not clear why EL:F has suddenly lost its allure. . .

It has nothing to do with that and nobody has said or even implied that. You're reading too much into it and are finding an argument being made that doesn't exist.

>I think it would be neat if training in water lore let you evoke Minor Fire 906 to get Steam.

This makes just as much if not more sense.

>PPS Make attuning more useful also?

ATTUNE should grant phantom lore ranks of your attuned element. I'd say have it add 100 ranks and completely eliminate the 4-way split design problem altogether that's been plaguing only wizards, and with (I would assume) great ease to code compared to some of the other fixes we've proposed to deal with a 4-way split.

>Could be. Hope it doesn't happen - there needs to be diversification.

People should be able to choose between specializing (or in your world, being a mutant) and diversifying. Both diversification and specialization need to be there, but let the players choose which route they prefer. Which ironically, is actual diversity.

>Good. And I don't.

That's terrific and I'm glad that that works and is fun for you. Not everyone wants to play like that, and it shouldn't be the only option.

>Utility does utility - want to master it? Or dabble? Or ignore it? But when utility does combat, what's the point?

Is it safe to assume then that you will never cast 917 COLD (or any water spell) ever for any reason no matter what, based purely on principle that your utility water lore training would enhance it in combat?

(We'll pretend just for the sake of argument that you use spells to kill things instead of a bow)

All lores should "do combat" in my opinion, just in different ways/flavors. All lore should also "do utility", just in different ways/flavors. It would require implementing both combat and utility lore benefits to make all 4 lores attractive enough to have to make "real" choices as opposed to the "roles" for lores we got instead, and things would be much better all around for everyone in the end. It's not something I would ever expect to see happen, but it would be great if it did.

The whole "role" thing for lores just doesn't work in my opinion and I think it was a terrible idea that should have never happened in the first place.

All lores should also have some very powerful combat and/or utility spell/ability/benefit for those who go really heavy into one lore (150-200 ranks) to where it would also be made abundantly clear that X wizard is a fire mage or Y wizard is an air mage, etc. This should be a thing for all lores in the game imo, not just wizards.

This is also the only thing that I feel should be unlockable by lore training, but all 4 should be equally great and worth specializing in that lore for, while also not being effectively required to not be a gimp if you'd rather spread your training out instead of specializing. Estild briefly mentioned being open to something like this during the ELR fallout, but to my knowledge, it was never spoken of again.

>The lore unlock for bolts and lore choices don't align in any case, due to the assignment of elemental lores to fill specific functions, which often contradicts with the bolts one might choose to use.


^

>Is it normal for all pures to double lores?

Not really. According to dev, wizards (and I would assume pures in general) are expected to 1x in lore while leveling.




~ Methais
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 02:58 PM CDT
>creatures are .5x. Wizards and other pures are expected to be 1x

It's also depends on the spell. It's been posted that for 917 creatures are .25x in EL:W & EL:F.

Generally, it's .5x though.

-Drumpel
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 03:02 PM CDT
>>Because it makes sense?

Ah.

>>You're reading too much into it

No, sir. That's you. Case in point:

>>you will never cast 917 COLD (or any water spell). . .We'll pretend just for the sake of argument that you use spells to kill things instead of a bow

No need to pretend - I cast EF both cold and hot, all the time. In fact, I cast quite a few combat spells when I hunt. I do, however, also make use of all skills and abilities that I wish to from the framework as it exists. I have fun. Muffins more than cake, though - since that won't be far behind, today.

I'd suggest you come hunt with the Elf, but. . . it wouldn't work out.

>>Both diversification and specialization need to be there, but let the players choose which route they prefer. Which ironically, is actual diversity.

Which is also, ironically, what exists today. And I'd like to see it improved. Improving doesn't mean trying to find a way to circumvent 25% of the framework to me.

>>The whole "role" thing for lores just doesn't work in my opinion

>>all 4 lores attractive enough to have to make "real" choices

So far, I've seen a couple of suggestions (not from you, though?) that would basically require rewriting spells and lores. For all classes. I get that you need a platform to stand on while trying to change the world - but undercutting someone else's hard work as a platform never plays out well in my opinion. I'd like to hear more about how to make these 4 lores attractive enough to make real choices.

Let's try something simple and straightforward. What would you position to be the 'choice' to make between Air, Earth, Water and Fire? That's what I struggle with in this discussion, frankly, so I'd appreciate your help.


Doug
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 03:06 PM CDT
>ATTUNE should grant phantom lore ranks of your attuned element. I'd say have it add 100 ranks and completely eliminate the 4-way split design problem altogether that's been plaguing only wizards, and with (I would assume) great ease to code compared to some of the other fixes we've proposed to deal with a 4-way split.

You'd run into issues for some people if 100 phantom ranks were granted for ATTUNEd element.

Take my wizard for example, he's ATTUNEd to earth. If being attuned means 100 phantom ranks to EL:E, he already has 134 EL:E ranks he's trained in. That puts him at 234 ranks.

If the max any lore we have can be 252 (with +50 from enhancives) then he'd be almost there. What would happen should he exceed those 252 ranks and hit 302 if he were to only focus EL:E?

My guess would be they would need to adjust the numbers a bit for balancing issues and not just be a quick, simply fix.

On the other hand, should ATTUNE grant 50 phantom elemental lore ranks, a single lore focused wizard would obtain 252 ranks if they ATTUNE to the same lore they put all their TPs into. Maybe this would be an easier application since it shouldn't require any re-balancing. It may require some tinkering with enhancements to not allow phantom and trained ranks to exceed 252.

I don't know, it would need some work no matter how you look at it, I just don't know what would be easier. I just think it would be nice if ATTUNE did provide some phantom lore ranks. If it were the case, I may be willing to shift a few ranks of my current EL:E to other lores, such as EL:W because I wouldn't really be losing out on anything.

-Drumpel
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 03:37 PM CDT
>>creatures are .5x. Wizards and other pures are expected to be 1x
>
>It's also depends on the spell. It's been posted that for 917 creatures are .25x in EL:W & EL:F.
>
>Generally, it's .5x though.


This is what I said. Critters are heavily trained in lores. If critters are 0.5x trained in lores, as a baseline, they are far better trained than any PC can be. If a pure is 1x trained that means the player picks 1 lore to train in per level. Critters have 0.5x all 4 elemental lores per level. Plus 0.5x all spirit lores, all mental lores, and all sorcerous lores. That's one of the reasons why I'm asking: what are lores supposed to be?
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 03:55 PM CDT
>I'd suggest you come hunt with the Elf, but. . . it wouldn't work out.

I agree. You wouldn't be able to keep up with me.

>Which is also, ironically, what exists today. And I'd like to see it improved. Improving doesn't mean trying to find a way to circumvent 25% of the framework to me.

Except there's little to no benefit to specializing anymore. It's there as in it technically exists in the fact that you can train 202 fire if you want. But don't expect it to be worth it either. Which is why I also mentioned powerful rewards for lore specialization.

>So far, I've seen a couple of suggestions (not from you, though?) that would basically require rewriting spells and lores.

Yes, not from me. Because I'd prefer to not wait several years for a gigantic system rewrite that may or may not ever see the light of day that probably isn't necessary in the first place. And I'm pretty sure nobody at Simu would want to do it either when there are most likely other options available that are better and easier/faster to implement,

>I get that you need a platform to stand on while trying to change the world - but undercutting someone else's hard work as a platform never plays out well in my opinion. I'd like to hear more about how to make these 4 lores attractive enough to make real choices.

Sorry, but if something is bad, it's bad. If the person behind it takes that personally, then well...that's on them. That doesn't mean I have a problem with the person or am attacking them.

If I put something out and it's bad, I would be insulted if someone who felt that way didn't tell me it was bad.

Can it be fixed in its current state? Sure. Can it be fixed much more easily by ditching the lore = roles model? I think so.


>My guess would be they would need to adjust the numbers a bit for balancing issues and not just be a quick, simply fix.

For every 1 rank of your attuned element's lore trained over 100, you lose 1 phantom lore rank.

That way if you're earth attuned and you pick up 200 earth lore ranks, you still only have 200 ranks of earth lore instead of 300. Which means you just wasted your attunement and a bunch of TPs, which means nobody will ever do this.

>I'd like to hear more about how to make these 4 lores attractive enough to make real choices.

We can start by getting rid of "roles" for lores.

>Let's try something simple and straightforward. What would you position to be the 'choice' to make between Air, Earth, Water and Fire? That's what I struggle with in this discussion, frankly, so I'd appreciate your help.

If you're expecting me to post specific spell ideas with formulas and numbers and all that, it's not gonna happen, because it's probably not gonna happen in game either, and then I just wasted a bunch of time coming up with, calculating, and posting all those numbers and details like I see so many others do. I'm here to point out what I perceive as problems, and post ideas for solutions to said problems.

I'll leave the math and details up to dev, assuming they even liked the idea enough to do anything with in the first place. Which if I remember from Estild correctly, is what dev wants from us as opposed to "I just designed this new spell and here are all of the mechanics and formulas it would use!". Not that I consider that a bad thing for a player to do or anything. I just feel it's not necessary and more often than not, the end result is a lot of time wasted on the player's part.

Plus, despite my complaints about things like lores = roles, I'd like to think that most GMs are typically more creative people than I am, who could take a general idea (i.e. lore specialization benefits) and turn it into something great.


~ Methais
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 06:37 PM CDT
>>Except there's little to no benefit to specializing anymore. It's there as in it technically exists in the fact that you can train 202 fire if you want. But don't expect it to be worth it either. Which is why I also mentioned powerful rewards for lore specialization.

You might find it surprising, but I absolutely and unreservedly agree with this. I don't agree with blending all the other results over, though, so that everything can be stacked into one lore. If dedication to fire nets you A, and dedication to water nets you B, and you choose to dedicate your character to B, no A for you! ;)

>>If you're expecting me

I'm not, honestly. I hate doing it myself, but usually if I work through those things and share the results as I'm trying to learn, others point out what I miss, and I learn more better faster.

What I am hoping for, though, is a goal of some type. An aspiration. It doesn't need a lot of math behind it, I agree the GMs are pretty creative (deviously so, I'd say), and trying to tie them into too much of a specific set of math likely won't work. Others can noodle over the impact of what you suggest. 'Powerful rewards for lore specialization' is nearly perfect.

What would those rewards be, by lore type? Fire - death and destruction? Water - healing and caring? etc. . . I'm mildly interested because while lores aren't the problem - they could be the solution (again?) if positioned well. Or, they may not. <shrug>

And. . .

>>I agree. You wouldn't be able to keep up with me.

Heh. Probably not. I'm ok with that, though.
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 07:30 PM CDT
"What would those rewards be, by lore type? Fire - death and destruction? Water - healing and caring? etc. . . I'm mildly interested because while lores aren't the problem - they could be the solution (again?) if positioned well. Or, they may not. <shrug>

And. . . -Doug"

I think what was asked for was that each lore have all three things available to it. Offensive, Defensive, and Utility. Most spells should go the multiple element way whenever possible to assist this type of lore implementation. So a spell like Elemental Bias would have different bonuses for all elements and we would chose which we would be able to cast by the lores we learned much like 520.

GBB
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 07:39 PM CDT
If there's a difference between Fire offensive and Water offensive and so on, fine. Happy to hear it - even though that very concept would seem at first blush to be totally counter to the 'not wanting a complete rewrite' for spells and lores. At least, without further defining it, that seems to be where it would go in my experience.

But, if the difference between Fire offensive and Water offensive is 'red' and 'blue' then I'm not happy with the suggestion. That is the blending of benefits so each lore gets all that I was referring to. The benefit to specialization has no mechanical diversity - and as such in my view ceases to be a benefits discussion and becomes more a clothing discussion.

And the world knows Doug don't dress well.

Doug
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 07:44 PM CDT
>But, if the difference between Fire offensive and Water offensive is 'red' and 'blue' then I'm not happy with the suggestion. That is the blending of benefits so each lore gets all that I was referring to. The benefit to specialization has no mechanical diversity - and as such in my view ceases to be a benefits discussion and becomes more a clothing discussion.

In my view, specialization for elemental lores should not result in mechanical diversity but in flavor diversity. Simply because somehow they tied attunement to lores which are separately tied to function. This makes little sense to me as in my view, someone who chooses to RP as a water mage should not be offensively gimped just because they choose to master a different element. They should be able to achieve the same level of offensive power, but in different ways.

This is actually how the other lores work, if you weren't aware. All three spiritual lores offer offensive, defensive, and utility benefits in different degrees, but none is boxed into one sole function. Same with sorcerous lores to a lesser degree.
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Re: Another Reason Water Lore Should Also Unlock Minor Steam 05/03/2017 07:56 PM CDT
>>This is actually how the other lores work, if you weren't aware.

In this case, I do have a bit of an understanding.

>>All three spiritual lores offer offensive, defensive, and utility benefits in different degrees, but none is boxed into one sole function. Same with sorcerous lores to a lesser degree.

And yet, none also overlap or give the same benefit as another to a particular spell.

>>They should be able to achieve the same level of offensive power, but in different ways.

This, though - this I also support. But that 'different ways' is precisely mechanical to my way of thinking.

I'm not sure which way I like better, but even with spiritual lores - which I will tell you I wouldn't personally want to see recreated here - are far more diverse than 'rp color flavoring' (my words).

Doug
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