|
Post by BitterFlashback on Sept 16, 2014 15:32:06 GMT -5
The staff saw that those who played sorcerer were content to dick off into the wilds and max themselves, and pretty much shunned player interaction. This was mostly because a player with a sorcerer character was stupid if he felt like risking his 8 karma or so with a suicidal, not powerful presence. This is a problem the staff created which they've opted to solve by creating more problems. unless something has changed, the staff 1) limit how many sorcs they approve at a time and 2) dont let someone who just lost a sorc make a new sorc right away (i believe there's a queue). So if sorc players overvalue their characters it's due to how difficult getting that character was,. In reaction to that, and in order to allow sorcerers to interweave with more players, the staff has given sorcerer characters a forced main guild choice, so that they have some sort of "cover" and capacity to act normal, instead of withering into underpopulated areas. This was already available via extended subguilds. The whole wet dream fantasy about being a super powerful, death slinging sorcerer was never going to fly in the current forecast anyhow. This is accurate, but unfortunate. Quarter-sorcs might get their karma requirement lowered, and then soon enough there'll be groups of two or three quarter-sorcs helping each other out, and interacting, I bet. I... don't think you understand the mentality that led to throwing sorcs out in the first place. but you know what? It's possible. however since they didn't mention allowing more sorc at the same time in the changes they listed i dont see this as plausible.
|
|
jkarr
GDB Superstar
Posts: 2,070
|
Post by jkarr on Sept 16, 2014 15:32:43 GMT -5
In reaction to that, and in order to allow sorcerers to interweave with more players, the staff has given sorcerer characters a forced main guild choice, so that they have some sort of "cover" and capacity to act normal, instead of withering into underpopulated areas. that could easily have been covered by giving high karma players the ext subguild option w/ sorcerer mainguild which would have been hilariously op (sorcs already are anyways) but also covered the 'act normal' shit w/o having to remove a player option
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 16, 2014 15:33:54 GMT -5
Are sorcs now just an elementalist plus a mundane guild, with the ability to gather for mana? Seems like an enormous nerf. The mundane guild is worth a little bit technically, though not very much more than the special sorc subguilds of old unless you go all out and also become a highly skilled fighter. This would have been largely pointless before as access to all spells made almost all mundane skills irrelevant. In terms of being able to pass for a regular person, the old sorc subguilds did that just fine.
It'll probably make for more versatile gameplay, having the ability to be a proper soldier or assassin or something like that while also being a sorcerer, but it's only relevant now because the loss of so many spells makes the mundane skillset matter. Aside from the subjective bonus of being able to also play your sorc char like a full-fledged mundane (I'm sure 8-karma players are thrilled at the prospect), the sorc guild seems to have been nerfed to a quarter of its former power.
All in all, another step towards a worse game. Another loss of player power. They're slowly but surely taking away players' ability to be awesome and do noteworthy things.
|
|
|
Post by BitterFlashback on Sept 16, 2014 15:40:21 GMT -5
Are sorcs now just an elementalist plus a mundane guild, with the ability to gather for mana? Seems like an enormous nerf. No. thankfully nothing so drastic. They have limited sorcs to a single "Path of Magick". spells are limited by what they're used for rather than by element. IIRC: Path of movement, for example, would have Mark, Travel Gate, and portal (Nilaz); levitate and Teleport (Whira); and so on, but lack Forbid Elements (Nilaz) or Detect invisible (Whira).
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 16, 2014 15:43:04 GMT -5
Are sorcs now just an elementalist plus a mundane guild, with the ability to gather for mana? Seems like an enormous nerf. No. thankfully nothing so drastic. They have limited sorcs to a single "Path of Magick". spells are limited by what they're used for rather than by element. IIRC: Path of movement, for example, would have Mark, Travel Gate, and portal (Nilaz); levitate and Teleport (Whira); and so on, but lack Forbid Elements (Nilaz) or Detect invisible (Whira). That seems even more drastic in terms of loss of power. Each element at least has a few strengths. If you have to choose a single functionality, it sounds like they're not much better than those magick subguilds. What path can you possibly take that will make you even slightly resemble the powerful Zalanthan sorcerers that the setting is based around?
|
|
|
Post by jcarter on Sept 16, 2014 15:46:15 GMT -5
i started up a more spoiler-ish thread in class discussion. but yeah, they seem to match up pretty closely. i do think they're fairly weak overall, but the pro theorycrafters will probably correct me. the branches had a synergy that worked with each other, i.e. flying out of the sky suddenly while invis and dropping fireballs. that's going to be impossible now since it looks like each of those three spells are in entirely different branches.
|
|
|
Post by BitterFlashback on Sept 16, 2014 15:47:25 GMT -5
What path can you possibly take that will make you even slightly resemble the powerful Zalanthan sorcerers that the setting is based around? None of them.However, turning sorcs into elementalists who have to gather and will be universally killed upon discovery would still be worse. i'd like to hope after it becomes obvious this was a stupid idea, the staff redo the Paths to overlap more.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 16, 2014 16:13:22 GMT -5
Whatever the details, it's clear that this is a gigantic loss of power for sorcerers. Even if I'm very generous with the potential spell allocations, the outcomes don't seem better than the more well-rounded of the elementalist guilds. I frankly can't imagine I would even care to play a sorcerer without the ability to fly, invis, and teleport. Any path that gets these spells seems like it gets little to no offensive magick, which also rather defeats the appeal of playing a sorcerer.
Also, psionicists are now by far the most powerful playable characters by many orders of magnitude. Maybe next month we'll get various paths of the mind...
|
|
Jeshin
GDB Superstar
Posts: 1,515
|
Post by Jeshin on Sept 16, 2014 16:15:12 GMT -5
Why Sorcs A Being Marketed Wrong!!!
1) The majority of full gicker guilds are now more complete magickal presences than sorcs, this is a sign staff. The sorc subguilds should cost 1-2 CGP or Karma or whatever you want to call them.
2) The volcano RPT was the perfect opportunity to handwave this in saying someone fucked with the portals or balance of the world to much with their dues ex machina and the ripple effect activated latent natural talent for magick in mundanes. Which is what sorcery is.
3) Instead of depowering current sorcs, they should accept CURRENT mundane PC volunteers to strip of their subguilds and turn into these newly awakened sorcs who now must flee and create RP around the sudden world shaking changes as Nak turns into an everyone rat everyone out for the smallest hint of magick and Tuluk goes full information control to keep the new existance of this sub-magick population from ever coming to light.
|
|
|
Post by jcarter on Sept 16, 2014 16:19:50 GMT -5
i just want to know what this staff vision of the game is supposed to be or what the idealized version is. the producers seem so incredibly out of touch with the pbase. besides nyr running around playing roles he would probably dock karma from players for, do top level staff actually play the game @anaiah? like what kind of characters does nessalin roll with?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 16, 2014 16:28:50 GMT -5
Mate, there hasn't been a vision in years. Everything they do these days comes from a place of staff (esp. Nyr) not liking/trusting/respecting the playerbase and thus wanting to take things away from them. The imms like to be in charge, but they don't like who they're in charge of, so they're doing their best to move as much of the power and importance away from players and into the arms of staff who are no longer ministers of a roleplaying game but directors of a play that they seem to think the players should be grateful to even be welcome in, and certainly shouldn't expect to matter in.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 16, 2014 16:29:56 GMT -5
The only admin or higher to play that I know of besides Nyr was Uruz - who left shortly after I left some horrible notes on his mortal account (that he was playing Kiven from). I'm not sure if that was part of the reason or no.
Originally, it was to expand and flesh out the world and create new, fun, novel, interesting things for players. If it's been updated since the entry in the wiki that suggested that (along with tips for building wilderness hidey holes), I don't know what it's been changed to, but I know that, affectwise, it has been nothing but the opposite of that, resulting in a reductive world which is stagnating for lack of plot, progress, or perceptible change outside totally world-boggling events players are barely on the fringes of (ala the volcano RPT)
|
|
|
Post by Prime Minister Sinister on Sept 16, 2014 16:35:12 GMT -5
I can't say I'm not in favor of the change.
Might be because I've never had any aspirations of playing a sorc.
I think Marauder Moe summed it up nicely:
"As much as I hate to see full-power sorcerers go, I kinda understand it. They're the Red Robes of indie PCs. Either they walk around with complete impunity, or they require staff handling to keep from unbalancing the world."
Which, yeah. Kinda takes "world shaping" and ability to make crazy stuff happen out of the playerbase's hands in some capacity.
But at the same time, sorc subguild players won't have to do the whole "you have to do x or you'll get outed and killed an hour into the character" thing.
I dunno.
I'm ambivalent towards the whole thing.
Just waiting on the supergroup of ranger/sorcs who manage to combine their powers to summon Captain Planet.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 16, 2014 16:42:00 GMT -5
Sorcerers were a bit too powerful, but it was basically the last venue for players to do anything truly immense in the game. Everything else has been systematically taken away over the course of the last four years. Being a sorcerer, or a sorcerer's lackey, was one of the only ways you could do something that seems like it might have made it into the book if one were to write one about Zalanthas in its current state. Psionicists are a bit too covert for it, but sorcerers were the sole remaining aspect of Armageddon that felt like a relic of the game's glory days.
Everything else has become such a contrived and artificial facade where any attempt to do something relevant or unusual is invariably met with staunch denial. It feels like roleplaying on a WoW server. You can play your character, and while you do it, you might get reactions; but the game world stays the same and you can't really do anything truly interesting. Sorcerers were the exception to this, both due to their power and because of their place in the game's history.
If the reason behind this change was truly mere concern with the extreme power of the sorcerer guild, they could have reduced their power by a moderate amount instead of completely shattering the class into different bits that are each worth a fraction of what it used to be. It doesn't seem to me that sorcerers will be much more powerful than elementalists now - possibly less so, in fact - while still having the restrictions and hindrances inherent to sorcery; the ones that you needed all that power in order to live with. This is one of the most severe nerfs I have ever seen in any kind of game.
|
|
|
Post by Prime Minister Sinister on Sept 16, 2014 16:47:38 GMT -5
i started up a more spoiler-ish thread in class discussion. but yeah, they seem to match up pretty closely. i do think they're fairly weak overall, but the pro theorycrafters will probably correct me. the branches had a synergy that worked with each other, i.e. flying out of the sky suddenly while invis and dropping fireballs. that's going to be impossible now since it looks like each of those three spells are in entirely different branches. dat ranger archery tho
|
|