|
Post by sitbackandchillout on Apr 7, 2020 20:50:56 GMT -5
Hi all, long time no see!
Been a few years since I've been online and there seem to have been some substantial changes made to classes etc.
Any tips on how to parse the huge number of classes now?
Also, any cool interactions been found for the new classes with both basic and ext subguilds?
Any cool new options opened up? Apart form uber gicking, I'm not interested in winning the game :/
Thanks in adv.
|
|
|
Post by psyxypher on Apr 7, 2020 21:38:58 GMT -5
Try Apocalypse MUD. It's like Arm except without all the crippling changes. And the old guilds (and some of the old subguilds).
Burglar/Pickpocket were combined. Dwarves are Karma-locked, Elves are a composite of City/Desert, and we need more people galumphing around the desert.
|
|
|
Post by sitbackandchillout on Apr 7, 2020 22:16:53 GMT -5
Dwarves got karma locked? That's surprising. I guess they were very strong considering their main weakness relied on the player gimping their char somewhat on an honour system. Will have a read into Apocalypse though, thanks for the idea
|
|
|
Post by psyxypher on Apr 7, 2020 23:22:41 GMT -5
A side effect of this is that only two races are available for starting players: Humans and Half Elves.
Forgot to add that there's 4 Psionicist Subclasses.
|
|
|
Post by sitbackandchillout on Apr 7, 2020 23:43:26 GMT -5
City elves got karma locked as well? ouch..
Ha, yeah saw the mage changes. Pretty intense shift.
What would you say is the best way to play a ranger-type these days?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 7, 2020 23:50:32 GMT -5
Hi all, long time no see! Been a few years since I've been online and there seem to have been some substantial changes made to classes etc. Any tips on how to parse the huge number of classes now? Also, any cool interactions been found for the new classes with both basic and ext subguilds? Any cool new options opened up? Apart form uber gicking, I'm not interested in winning the game :/ Thanks in adv. Tier 1 combat classes are all fairly stout. Fighters have an obvious skill learning mod over enforcers and raiders, but the second two have lots of nifty skills fighters lack.
Tier 2 combat classes are -huge- step back in capability and skill learning speed. They are still competent.
Tier 3 combat classes are another big step back. I've seen two competent combatants in these classes, and both had lots and lots of playtime.
The mage classes were broken up into 2, 3, or 4 subguilds, and the main mage guilds removed. Empowerment rukkians have a rep as the "power" option. The drovian and nilazi options are newer. At least one of the drovian options is obscenely strong in this current meta.
My opinion is that thieving, griefing and sneaky behavior are better supported in this current rule set than heroic adventuring. No surprise, really. The lack of military clans and the sparring code changes mean that tier 1 fighters only prosper in classes with more long run tier 1s over them in skill. It really isnt hard to get a tier 1 to the point they are getting 1 base o and 1 base d skillup a day in clan, and thats it.
There are some frighteningly strong halfgiant class / subguild options now, but I see very few people playing them.
There is a class planner app on the GDB that makes it easy to plan a pc by skill access.
|
|
vex
Clueless newb
Posts: 133
|
Post by vex on Apr 8, 2020 2:43:30 GMT -5
tristearmageddon.github.io/arma-guild-picker/?guild=-&subguild=-The class / sub tool, which has some rather nice options and I find, quite useful. Its updated as needed as well, and I've not yet found any inaccuracies. Will second the "ruk empowerment" being the karma poor mans power option, for easy grief and general "kill for thrill" play. I don't even think I've seen a raider, in forever, who wasn't "raider/ruk enhancement" and more or less a walking, talking, min-max code gimmicky shithead, or one of said ruks groupies. Likewise, basically almost everyone in an urban role, is going to be a miscreant, though their combat power is VASTLY overstated by the majority. Its fine for mid-range pve, but imo, the combat skills are best used defensively, as its down to a lot of luck and the element of surprise in pvp. If you play a miscreant, play it for the intrigue potential, not because you think those "advanced skills" will get you anywhere, because they're the lowest of advanced IF you can even get there, which is doubtful, because their combat learning rate is just horrid. If you want to go STEALTH, go miscreant or stalker. Infiltrator is surprisingly competent at combat, and as an off-beat gimmick it was a lot of fun, but strictly inferior to miscreant or stalker, due to master stealth and master scan now being basically requisite if you want to ever be competitive, since 'right to combat' and 'only attack vastly newer pcs' are the current rules of engagement, especially in the stealth sphere. You need to absolutely be able to depend on stealth now, more than ever before, if thats the angle you want to run with. No experience with scout, but master range skills just aren't really that great anymore, or worth the trade for master stealth/scan. I mean, archery is still good, and dangerous, but it has super deflated pve value (its irritating as af now, imo) and the new fighter/enforcer/raider, at least SEEM, to be MUCH better at blocking/parrying range attacks, and stealthies you won't ever see if they're any good, so... its just not that amazing. Go RAIDER if you want master archery w/ some stealth. If you want to be fighty, raider is great when combined with a stealth sub, because raider/enforcer stealth is SHIT, but enhanced sub stealth is completely serviceable. Both raider and enforcer come a capacity for CLIMB, which imo, is a skill EVERY character must have, unless a whiran. How can anyone play without climb, I can't even... It's also, as mentioned, pretty much the go to for anyone who wants to play a desert antag, because raider gives you really, really solid combat skills, core desert skills (d.sense, climb), plus limited stealth skills and scan (so you can go train on spiders/kryl, and stealth up on high dodge npcs, etcs, for rapid skill ups), and combined with magick subs (esp. ruk enhancement for forever ai stats w/high wisdom if you spec right) are really, completely ridiculous. I'm of the opinion that, there needs to be limitations on what classes can be combo'd with magick, because, I mean... stalker/whira is almost comical, and raider/ruk is probably the easiest road to power, especially if you go dwarf. Enforcer doesnt, imo, lend itself to the fighter/mage EZ gank combo, because the only places where stock enforcer skills are relevant, have things that make using magick there a Bad Idea, even if you take account the limited defenses available, and cities, generally, are where the worst of the ooc info spreaders play, so as soon as anyone see's you 'gick, everyone on discord will know within a day or two, and they'll FIND a way to let their pcs know it ICly. I don't like merchant core concepts, but they're all pretty balanced and you can combo them with certain subs (swordsman, for example), so that you won't be completely defenseless. I've seen a couple who were actually decently capable, and since staff gave them custom craft ability back, you can actually use those cool subs whilst still filling out your main purpose, that is making slightly different varieties of black leather armor or hilariously ostentatious swords, than the eight thousand or so, that already exist. Overall, despite the belly ache of many, I like the new class options much more than the old ones. It's now much harder to guild sniff, there are many very cool combos that usually get overlooked, and with ext. subs being made "available forever" to anyone with 1 current karma, you can pretty much use them all the time, if you've played for at least six months, without being a total douche nozzle, or whatever. The coded state of the game is actually quite good, imo, but it's... very dull ICly, unless you're in with the meta crowd, or luck out and end up in a clan with leads who aren't knee deep it meta game bullshit themselves. There isn't much variety, and everything lately, has felt very same-same. The docs aren't really enforced like they should be, so people just bang breeds and hang out with magickers for AI stat buffs and shit, and its not good. Gets harder and harder, with each character, to even really commit to playing, or taking a risk on teaming up with other pcs, because the fuckery and ooc meddling, only seems to be on the rise. STR is the king stat of the game, and if at ANY point, you feel your pcs answer to a problem is "smash it with a rock", STR is your priority stat. The exception, imo, is if you're a non-combat magicker, or a ruk enhancement, since ruk enhancements can get excellent+ WIS and maintain AI combat stats, no problem. The game is very much what YOU make of it, at this point. I do not give singular fucks about what anyone else, staff or player, thinks/wants, and I play my character as is appropriate to concept, stick to the docs as best anyone can in the state of things, and I have very few problems, karmas, and enjoy the time I spend playing my characters. Really, though. REALLY, really. Don't go in, expecting meta plot or cool world plot dynamics, or lasting political intrigue, because there are none. At all. I feel SO fucking bad for nobles, and merchants, because they have NOTHING to even try for... it's like this empty, fucking void, where they have to color inside the role lines, whilst entertaining themselves and others. The last clan I was in was great because of good leaders and some actually dynamic characters, but I felt super bad, about bothering the leaders for stuff to do, because I could see them struggling to even entertain themselves, nevermind come up with non-busywork for everyone else. We had a pretty great clan staff, who was active, but not intrusive, at least to rank and file pcs, which was nice. Its a lot of slice of life stuff now, lots of romance (99% mudsex focused, sadly) and related dramas, criminals who still think GoT or anime, is a good model to base their character on, and really bored sponsor roles who DESPERATELY need competent, non-shitshute support pcs (if thats your bag). The real winning ticket, though, is being indie, atm, because there are almost always groups of disillusioned players, trying to get crews up and running, and usually, they're pretty fun to hang around, if almost always focused around being friends with magickers, for sweet buffs and artifact swords and things. You can be a lone ranger, out in the wilds and never really go into town except to shop or log out, and still have a good time. Lots of very chill, very talented players, who just want to do their text skyrim w/ a list full of maxed skills, and have some fun rps along the way. Thats kind of the winning niche in arm, and its been working for me, so who knows, maybe it can work for you, too.
|
|
rm51
staff puppet account
Posts: 7
|
Post by rm51 on Apr 8, 2020 12:25:27 GMT -5
City elves got karma locked as well? ouch.. Ha, yeah saw the mage changes. Pretty intense shift. What would you say is the best way to play a ranger-type these days? There is no distinction between 'city elf' and 'desert elf' in Apocalypse, and their stats occupy something of a middle ground between both. Since they all have the power of the run - and are supposed to adhere to stricter RP documentation - they currently require 1 karma under the soon-to-be-revised karma system. Stats are a bit weaker in apocalypse (particularly strength - it's still useful, but less godly) and everyone has more HP overall, but dwarves are still soft-walled regardless since ... well, what you said, people didn't exactly roleplay them right a lot of the time and picked them mainly for their natty armor and slightly better numbers.
|
|
|
Post by sitbackandchillout on Apr 8, 2020 16:41:47 GMT -5
tristearmageddon.github.io/arma-guild-picker/?guild=-&subguild=-The class / sub tool, which has some rather nice options and I find, quite useful. Its updated as needed as well, and I've not yet found any inaccuracies. Will second the "ruk empowerment" being the karma poor mans power option, for easy grief and general "kill for thrill" play. I don't even think I've seen a raider, in forever, who wasn't "raider/ruk enhancement" and more or less a walking, talking, min-max code gimmicky shithead, or one of said ruks groupies. Likewise, basically almost everyone in an urban role, is going to be a miscreant, though their combat power is VASTLY overstated by the majority. Its fine for mid-range pve, but imo, the combat skills are best used defensively, as its down to a lot of luck and the element of surprise in pvp. If you play a miscreant, play it for the intrigue potential, not because you think those "advanced skills" will get you anywhere, because they're the lowest of advanced IF you can even get there, which is doubtful, because their combat learning rate is just horrid. If you want to go STEALTH, go miscreant or stalker. Infiltrator is surprisingly competent at combat, and as an off-beat gimmick it was a lot of fun, but strictly inferior to miscreant or stalker, due to master stealth and master scan now being basically requisite if you want to ever be competitive, since 'right to combat' and 'only attack vastly newer pcs' are the current rules of engagement, especially in the stealth sphere. You need to absolutely be able to depend on stealth now, more than ever before, if thats the angle you want to run with. No experience with scout, but master range skills just aren't really that great anymore, or worth the trade for master stealth/scan. I mean, archery is still good, and dangerous, but it has super deflated pve value (its irritating as af now, imo) and the new fighter/enforcer/raider, at least SEEM, to be MUCH better at blocking/parrying range attacks, and stealthies you won't ever see if they're any good, so... its just not that amazing. Go RAIDER if you want master archery w/ some stealth. If you want to be fighty, raider is great when combined with a stealth sub, because raider/enforcer stealth is SHIT, but enhanced sub stealth is completely serviceable. Both raider and enforcer come a capacity for CLIMB, which imo, is a skill EVERY character must have, unless a whiran. How can anyone play without climb, I can't even... It's also, as mentioned, pretty much the go to for anyone who wants to play a desert antag, because raider gives you really, really solid combat skills, core desert skills (d.sense, climb), plus limited stealth skills and scan (so you can go train on spiders/kryl, and stealth up on high dodge npcs, etcs, for rapid skill ups), and combined with magick subs (esp. ruk enhancement for forever ai stats w/high wisdom if you spec right) are really, completely ridiculous. I'm of the opinion that, there needs to be limitations on what classes can be combo'd with magick, because, I mean... stalker/whira is almost comical, and raider/ruk is probably the easiest road to power, especially if you go dwarf. Enforcer doesnt, imo, lend itself to the fighter/mage EZ gank combo, because the only places where stock enforcer skills are relevant, have things that make using magick there a Bad Idea, even if you take account the limited defenses available, and cities, generally, are where the worst of the ooc info spreaders play, so as soon as anyone see's you 'gick, everyone on discord will know within a day or two, and they'll FIND a way to let their pcs know it ICly. I don't like merchant core concepts, but they're all pretty balanced and you can combo them with certain subs (swordsman, for example), so that you won't be completely defenseless. I've seen a couple who were actually decently capable, and since staff gave them custom craft ability back, you can actually use those cool subs whilst still filling out your main purpose, that is making slightly different varieties of black leather armor or hilariously ostentatious swords, than the eight thousand or so, that already exist. Overall, despite the belly ache of many, I like the new class options much more than the old ones. It's now much harder to guild sniff, there are many very cool combos that usually get overlooked, and with ext. subs being made "available forever" to anyone with 1 current karma, you can pretty much use them all the time, if you've played for at least six months, without being a total douche nozzle, or whatever. The coded state of the game is actually quite good, imo, but it's... very dull ICly, unless you're in with the meta crowd, or luck out and end up in a clan with leads who aren't knee deep it meta game bullshit themselves. There isn't much variety, and everything lately, has felt very same-same. The docs aren't really enforced like they should be, so people just bang breeds and hang out with magickers for AI stat buffs and shit, and its not good. Gets harder and harder, with each character, to even really commit to playing, or taking a risk on teaming up with other pcs, because the fuckery and ooc meddling, only seems to be on the rise. STR is the king stat of the game, and if at ANY point, you feel your pcs answer to a problem is "smash it with a rock", STR is your priority stat. The exception, imo, is if you're a non-combat magicker, or a ruk enhancement, since ruk enhancements can get excellent+ WIS and maintain AI combat stats, no problem. The game is very much what YOU make of it, at this point. I do not give singular fucks about what anyone else, staff or player, thinks/wants, and I play my character as is appropriate to concept, stick to the docs as best anyone can in the state of things, and I have very few problems, karmas, and enjoy the time I spend playing my characters. Really, though. REALLY, really. Don't go in, expecting meta plot or cool world plot dynamics, or lasting political intrigue, because there are none. At all. I feel SO fucking bad for nobles, and merchants, because they have NOTHING to even try for... it's like this empty, fucking void, where they have to color inside the role lines, whilst entertaining themselves and others. The last clan I was in was great because of good leaders and some actually dynamic characters, but I felt super bad, about bothering the leaders for stuff to do, because I could see them struggling to even entertain themselves, nevermind come up with non-busywork for everyone else. We had a pretty great clan staff, who was active, but not intrusive, at least to rank and file pcs, which was nice. Its a lot of slice of life stuff now, lots of romance (99% mudsex focused, sadly) and related dramas, criminals who still think GoT or anime, is a good model to base their character on, and really bored sponsor roles who DESPERATELY need competent, non-shitshute support pcs (if thats your bag). The real winning ticket, though, is being indie, atm, because there are almost always groups of disillusioned players, trying to get crews up and running, and usually, they're pretty fun to hang around, if almost always focused around being friends with magickers, for sweet buffs and artifact swords and things. You can be a lone ranger, out in the wilds and never really go into town except to shop or log out, and still have a good time. Lots of very chill, very talented players, who just want to do their text skyrim w/ a list full of maxed skills, and have some fun rps along the way. Thats kind of the winning niche in arm, and its been working for me, so who knows, maybe it can work for you, too. Wow! Nice one, this is completely the type of info I was looking for And thanks for the link to the Class calculator, that is a MASSIVE help. Wish we'd had this back when! I'm hoping to do much what you do by the sounds of it. I don't have the play time to become very useful in a clan or to a sponsored role, though would enjoy that if I had the time honestly. Its kind of a shame that raider gets so few of the fluff wild skills. I've always enjoyed playing a ranger-crafter type to keep variety. In order to do that now though puts raider off the table. The lack of skinning seems to be the killer. I used to run ranger weaponcrafter all the time and mostly indie or occasionally join up a GMH as a hunter if I was looking for more structure to my rp. How much of a combat sacrifice are you making to take scout or stalker? How would you describe the meta or current state of the indie, team-up and have fun folks. More Raiders or Stalkers? Any skills/roles in demand? I really like your post though, btw. Very informative and a seriously good window into the current state of the game.
|
|
|
Post by sitbackandchillout on Apr 8, 2020 16:50:33 GMT -5
Hi all, long time no see! Been a few years since I've been online and there seem to have been some substantial changes made to classes etc. Any tips on how to parse the huge number of classes now? Also, any cool interactions been found for the new classes with both basic and ext subguilds? Any cool new options opened up? Apart form uber gicking, I'm not interested in winning the game :/ Thanks in adv. Tier 1 combat classes are all fairly stout. Fighters have an obvious skill learning mod over enforcers and raiders, but the second two have lots of nifty skills fighters lack.
Tier 2 combat classes are -huge- step back in capability and skill learning speed. They are still competent.
Tier 3 combat classes are another big step back. I've seen two competent combatants in these classes, and both had lots and lots of playtime.
The mage classes were broken up into 2, 3, or 4 subguilds, and the main mage guilds removed. Empowerment rukkians have a rep as the "power" option. The drovian and nilazi options are newer. At least one of the drovian options is obscenely strong in this current meta.
My opinion is that thieving, griefing and sneaky behavior are better supported in this current rule set than heroic adventuring. No surprise, really. The lack of military clans and the sparring code changes mean that tier 1 fighters only prosper in classes with more long run tier 1s over them in skill. It really isnt hard to get a tier 1 to the point they are getting 1 base o and 1 base d skillup a day in clan, and thats it.
There are some frighteningly strong halfgiant class / subguild options now, but I see very few people playing them.
There is a class planner app on the GDB that makes it easy to plan a pc by skill access.
Ah nice, thanks for the info. Esp regards the tiers and their respective combat prowess. Hmm, so the new sparring code made what changes, or are we not 100% sure? I seems to remember there always being some kind of dance needed to get decent off/def, just more of the same or a major change? How would you recommend playing a ranger-crafter type from the old system these days? Stalker - weaponcrafter or something? Shame that griefing has been enabled as much as it has. Esp without providing some large scale, world plot to use the skills in. Tuluk vs Nak raiding with new classes would have been cool. Without a common enemy though it just becomes more pointed in fighting with clan wipes more possible all the time, or am I miss reading things? Just re read your post, there are skill learning speed differences between classes now? That sounds super strong, how dramatic are the differences would you estimate, in terms of time to become relevant?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 9, 2020 0:41:39 GMT -5
There were skill learning differences in the old system too. My measurement was that assassins and rangers were 1.5x of warriors, and merchants, even with the aggressor subguild were 3x as slow in combat skills as a warrior.
I dont know what the skillup ratios are in the new system. I am inclined to guess tier 1 to 2 is 1.5x. Ish. I havent played any tier 3's in a clan to be able to guess.
I have no idea which craft guilds are in demand, but stalker / craft guild or master craft guild seems like a good mix to me.
The sparring change is that the skill growth is sparring is larger the further the skills of the two combatants are apart. The closer pcs are, the muuuuuch slower the skill game occurs. The upshot is that if the clan just got wiped, good luck getting past jman skill in sparring without a huge investment. If the clan has a 50+ day warrior, high playtimes will let newbies fly up to advanced weapon skill, or multiple jmans.
|
|
vex
Clueless newb
Posts: 133
|
Post by vex on Apr 9, 2020 5:44:27 GMT -5
The lack of skinning seems to be the killer. I used to run ranger weaponcrafter all the time and mostly indie or occasionally join up a GMH as a hunter if I was looking for more structure to my rp. How much of a combat sacrifice are you making to take scout or stalker? How would you describe the meta or current state of the indie, team-up and have fun folks. More Raiders or Stalkers? Any skills/roles in demand? I really like your post though, btw. Very informative and a seriously good window into the current state of the game.
Lack of skinning is rude af, but skinning isn't the insane cash cow, it once was, as in my experience, merchant house pcs don't really want to buy much and npc vendors, tend to be perpetually full up. I've had lots of pcs, who went hunting, even without the skinning skill, and survived off it easily enough. It isn't a deal breaker at all, unless you want kryl glands, or some other super obscure resource, but there are a TON of indie stalkers and scouts out there, you could easily hire/cajole/seduce, into being your skinning/tablet brewing wingman.
I've walked up to random dune bums, and dropped dead carru, and been like, "hey, cut this up" and they'll just... cut it up, no problem, just to make a little scene out of it. Generally, I don't worry about skinning, because you can just wing it with not fucks given, or get almost anyone to do it for you, usually for the low cost of some interactions.
Stalker/Miscreant aren't, like... a bad trade off combat wise, per say, but rather, the gulf between them and fighter/raider/enforcer is massive, and only grows with training. You can go and hunt a lot of things, but you'll take hits doing it, even with good stats and a lot of skill ups under your belt. I've had stalkers and miscreants both, who could drop tembo, carru, spiders and things, but almost never without taking a hit or two, and sometimes it gets bursty, and thats real bad news.
Compared to the rift in power between fighter/raider/enforcer, the rift between miscreant/stalker and the stealthy/crafty classes, is rather small.
Can't comment on scout, but Infiltrator is a cut above stalker/miscreant and its stealth is serviceable, but ultimately inferior to the master sneak/hide/scan trifecta that, atm at least, dominates the game. It's also a world and a half behind, raider/enforcer/fighter. I don't know, think of it like Pokemon. There are a lot of really good, solid Pokemon, whom are never, ever used, because there happens be a handful of REALLY FUCKING AMAZING ones that outclass their peers by several degrees, that everyone prefers. Infiltrator and most probably scout, are mediocre without any real reason to pick them over the competition. You can throw a lot of the current classes, on that particular pile, actually.
Master backstab/archery is great, but it doesn't carry the team, and other classes get it and a whole lot more, along with better synergy with extended subguilds.
The lack of brew is baffling, too.
Basically, if you want to do lots of melee, you should be going raider/enforcer, or fighter if you're cool with it limited combo options. Raider gets master archery, enforcer gets master backstab or sap (or both, gl) and fighter gets riposte and hack, which are both ridiculously good. I played with a celf fighter who just, completely tore shit up, with riposte and a 2h sword, like LOL destroyed muls and stuff, it was great. My miscreant, even with FAR AND AWAY more time training, grinding, just to try to be a useful sparring partner, would have had NO chance vs the fighter, even if I pulled out every trick, with every bit of luck. It'd be three hits, and done. And I had outstanding stats, too.
My only chance, would've been one of the "pk" poisons.
You 'can' melee as non fighter types, but you ARE going to take hits, unless you strictly stick to fighting stuff that is of significantly inferior power, no matter how much time you spend grinding.
There's a reason, everyone pairs their power subs with a fighter/raider (and rarely, enforcer) combo, because as soon as you step DOWN a tier, to miscreant or whatever, you're losing a massive among of combat/pvp power. It's only really worth it, from a code perspective, if you're really into stealth/intrigue, or are comboing them with a top tier magicker guild, so you can open with a 100hp fire spell, when you need to throw down. The combat skills are perfectly fine, for short term defense purposes or hail mary surprise offenses, or general pve, and you can get parry/flee good enough to escape multiple attackers without taking hits, just don't stick around longer than a few combat rounds, or you're done, like dinner.
You can try to make them work in combat, but its a lot more work, a LOOOOOT more grinding, to squish a square block into round hole, just to do it. Play stealthies for stealth, and fighters for fighting. Like that, its easy and you won't get grey hair and wrinkles, yes?
Hard to say what "roles" are in demand. All of them?
I'd say it's better you go with what YOU want to play, and do what YOU want to do, and with some patients, find the niche YOU want to occupy. There are indie groups in/around Luirs and Morins, who seem pretty down to have more mutt tribals to hang out with, and there is, or was, at least one person trying desperately to do a suicide skimmer squad, because lol, what else are you gonna do out there but die for fun? Whatever you do, there's gonna be people who want you to go do a thing for them, in or out of the city. I just find it easier/more laid back, to do things with the indie outdoorsy people, is all. I hate dealing with ooc bullshit, or people who thrive on it, but thats just me.
I also find being out of Allanak/Luirs, people tend to get progressively less interested in being stupid cocksuckers, for the sake of it. Which is a huge selling point, for indie life, imo.
New clan leads in Luirs, if you want non-allanak clan experiences. Luirs is... kind of weird, and feels off-brand for Arm lately, but lots of players, and lots of indies blowing through, so almost anyone can find something to do there, right now. There is even some bard crew, or whore crew, or whorish bard crew, that needs people, if you're down to some flirty-flirty, sucky-sucky, I guess! Only group like that ic right now, afaik.
As for the whole indie meta, its non-stop raider/stalker/scout, or miscreant, miscreant, miscreant if you're in a city/town, and feels like half of them are +magick. It's kind of everywhere, but not really that well represented, if that makes sense. Lots of people have it, but few actually play it? I don't know, forget it, you'll figure it out.
Stalker is probably my favorite class, of the new ones. My favorite combo for stalker has been stalker/house servant. You get both indoor/outdoor stealth, indoor/outdoor listen and pilot, plus master in virtually all the non-combat skills, decent range/melee capabilities, best non-magick heal with bandage, and total travel freedom. Nothing travels better, with more travel options, except maybe whirans.
It won't win you a lot of pvp show downs, but it is, imo, the ultimate support combo, and you can single-handedly enable almost any variety of plot to move forward, simply by being there and doing what needs doing. A big, damn hero, in a game where everyones #1 marketable skill throwing out shitty come-ons.
Can think of two specific groups, right now, who would hire that pc, pretty much on the spot.
Stalker is also super useful, if you want to do a master crafter sub, since you mentioned, you liked doing that prior. I did master woodworker and really enjoyed it, but the game is awash with people churning out wood chests right now, and all the other no-brainer fast money wood stuff, so its probably not worth it, right now. Master skinning/forage/travel, means you get all your own stuff, except for the really dangerous stuff. But, if you're crafting, you should go hire the byn to die doing that, because they're the only group still motivated by 'sid anymore, heh.
Hopefully, you find your niche, and if not, there's always apoc, I guess.
|
|
|
Post by lechuck on Apr 9, 2020 12:49:48 GMT -5
I did a lot of testing at one point to figure out the skill caps of the new classes, coupled with some discussions with Nergal who was part of the early design. Here are my findings:
Skill caps are completely homogenous across classes of the same "tier" (e.g. heavy combat). Typically a skill caps either at 60, 75 or 90, or an equivalent spread for skills that don't follow the 1-90 scale (e.g. parry). I didn't care to test any of the classes that have journeyman caps, but I'm guessing those probably cap at 45 since that fits the pattern of 15 point gaps.
If your class masters a skill, it's 90, assuming it's a skill that can go that high. There may be niche exceptions--I think there's a chance that enforcers only get 80 in sap and backstab, but I'm not sure. Same could be true for raiders with archery. The reason I suspect this is that if that's not the case, literally the only reason to play infiltrator and scout would be to get 15 more points in the rogue skills. Also, noone got sap higher than 80 with the old guilds, and having played a maxed out enforcer, I didn't feel like the cap was 90.
If your class caps a skill at advanced, it's 75 if your class is better at it than another class that also gets advanced. For instance, infiltrator stealth is 75 while enforcer is 60. The closer your class is to the "best class for that skill," the higher it is--miscreant/stalker are the best at stealth, so light combat is closer than heavy combat. The heavies are the best at combat, so light combat classes are better than the mixed classes. Parry is 45/55/65 instead of 60/75/90. I believe weapon skill caps were upped from 70 to 80 for the heavies compared to the old guilds, so I'm assuming they now go 60/70/80 for mixed/light/heavy.
Some caps can be tested. Skills still branch 10 points from their cap, with an exception for weapon skills which were apparently adjusted to branch a little sooner. When a skill caps at 90, it hits master/advanced/jman/apprentice at 80/60/40/20. These levels are based on the highest that any class gets the skill, not individually by class, so if any class gets a skill to 90, it's M80/A60/J40 for everyone. If that skill branches into something, note what level that skill is at when the branch happens. If you branched exactly when you hit master (80), that means the skill caps at 90. If you branch at mid-journeyman (~50), the cap is 60. If you didn't branch upon hitting advanced but branch not long after that, the skill caps at 75 and you branched at 65. I never found a 1-90 skill that didn't follow this 60/75/90 pattern. Unlike the old guilds, the new ones are very formulaic.
As such, the only classes that get no-fail hide without stealth equipment are miscreant and stalker. Infiltrator and scout, with their 75 in hide, need stealth equipment or crowd/foliage to hit 100%. You get +15 to hide from having sneak toggled on, so that means an infiltrator gets a 90% chance to succesfully hide in the 'rinth or any other room without crowd code. Agility does not affect chance to hide, only your resistance to scan. Agility does affect sneak chance, so sneak is a lot easier to get to 100% (except there's always a 1/500 chance to fail sneak). An enforcer or raider with 60 in hide will, with sneak toggled on, have only a 75% chance to succesfully hide. The crowd bonus is +25, though, so they reach 100% in those rooms.
The classes that are worth playing, in my opinion, are: Miscreant Enforcer Raider Stalker
That's it. Those are the only classes that are legitimately good. Scout and infiltrator are okay but don't get enough master skills. The fact that you need to wear a full suit of camo gear in order to depend on hide makes it a hard sell. If you play something like a 'rinth infiltrator, you can't just waltz around in a full set of Kuraci camo gear, and the inky black leather set does not provide +10 hide so you won't reach 100% in that. This means that an infiltrator probably won't ever have 100% outside of crowd rooms, where an enforcer also gets 100%, so the only thing infiltrator has over enforcer is 15 points of scan resistance and some largely useless utility skills like advanced scan and poisoning. Scouts are better able to wear a full camo suit, but without backstab, having mid-advanced combat skills is a massive tradeoff compared to raiders. If you want to go wilderness stealth, just make a stalker gick.
Enforcer is a powerhouse. Sap is so insanely strong with high strength and a two-handed maul. You don't even really need to use your stealth skills, but the fact that you get them just high enough to reach 100% in streets and taverns is an added bonus, even though miscreants will easily spot you with scan. I wouldn't bother going the backstab route with an enforcer since bludgeoning weapons are so overpowered that you might as well go sap. Stabbing weapons are trash in ordinary combat whereas high human strength and a two-handed maul will see you landing headshots for 100 stun damage.
Raider is a little worse than enforcer just because archery isn't nearly as powerful as sap, but they do get the full wilderness kit for free without needing to spend a subclass on it, freeing you up for a magick sub. That's how I would choose to play a raider. If you're mundane, you might as well just go enforcer and take bounty hunter for advanced ride and direction sense. Wilderness stealth is mostly an elf thing anyway since humans can't really travel on foot.
Miscreant speaks for itself. Ridiculously overpowered non-combat class that even has some PvP potential with poisons. I don't know what drugs Brokkr was on when he decided to let one class master literally every non-combat, non-crafting skill in the game. If you're playing non-com, there is no reason to play anything other than miscreant. It's just so bizarrely good that it renders half the classes obsolete.
Stalker is mostly for d-elf magickers. 90 stealth and scan is really nice, so it's a good class when you don't depend on a mount and can't take a sub that gives your miscreant wilderness stealth. I'm not in love with human stalkers for that reason. Riding is kind of incompatible with stealth. Advanced archery isn't particularly great, but it's good enough for poison use since it doesn't really matter how much damage you do, and advanced archery with high agility is pretty decent for just landing shots when hitting the leg or body is good enough.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 9, 2020 13:54:35 GMT -5
A few trivia points if you like outdoor forage gameplay.
Scouts regen 10 move points a tick, not 8. Stalkers regen 12 move points a tick.
The forage tables got reorganized maybe a year or so back. Items are now roughly common, uncommon, or rare in a room. Some rooms can set to be very different to rooms just beside them.
Glass, obsidian, spice deposits, stone quarries, flint patches and most stones are common finds now. Even novice foraging will pop all of them in the right rooms. Uncommon items are the best normal stones, and maybe middle value gemstones. You will only see the difference in cave rooms or other places with big spreads. Rare items will only drop about 2 per room per... 6 real hours? Silt artifacts, pearls, slate, rubies, diamonds, puffballs, etc, are all good examples. You can get these items on the first pull with mid apprentice skill. Once you see two, you might as well move on, because that room wont drop any more until it refreshes. This mechanic is also why few players will share forage room locations now. The few really good places near Allanak are on farm by someone.
If you are in a crap room, it is possible to get no forage object AND no skillup. One handed shovels and digging sticks do give forage bonuses, but those dont matter anymore for reasons above. They only matter to break deposits and quarries.
Its also very difficult to sell magickal components for coin now. The rarity rules, room resets, and removal of some merchants dealing in these items and dropping prices on the rest have added up.
|
|
|
Post by sitbackandchillout on Apr 9, 2020 21:02:32 GMT -5
Wow, this is all excellent info. I definitely have the info I need to get stuck in at this point!
Looks like there will always be a trade off relative to the old days but I think that's actually pretty nice, give us a chance for our chars to come out of chargen with a clearer idea of where they're headed.
The miscreant skillset is pretty O.O though. If a player had suggested that before hand everyone, inc staff I reckon, would have been like. lolwut ^.^
Edited to add; I have been rereading all three of these past posts and will continue to do so. So much value in them! Service to the community and newer players <3
|
|