dcdc
Shartist
Posts: 539
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Post by dcdc on Feb 15, 2016 15:55:35 GMT -5
It's to help balance out clans and indies progression, I believe. That's the feedbakc they're talking about. Biggest change IMO is that extended subs are now part of chargen. No more special-apping for them. Edit: Good to see the usualls really honing in on the negative here. Lol.
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Post by BitterFlashback on Feb 15, 2016 20:07:24 GMT -5
Nergal: So it's a boost to sparring against more skilled PCs, basically. It sounds more like a nerf against skillgains by hunting agile, weak creatures, and probably also will impact fighting animals in general. It strikes me as an attempt to add a drag factor to how fast indies level in the hopes they'll join a clan and be bored shitless in it. Sorry. My personal opinion is that I could careless about people failing to move from mid-range to high-range. It literally offers very little to the game. It makes independent action less deadly, which means people off-peak or who wind up losing a bunch of clanmates at once don't get killed trying to stay busy.
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Deleted
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Post by Deleted on Feb 15, 2016 20:42:08 GMT -5
There are no negative changes. As in, the indie ranger who's twinking off the npcs will have the same gains as they did a month ago. Only difference is that there might be a nerfing of some common twinking prone critters. Like stilt lizard.
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Deleted
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Post by Deleted on Feb 15, 2016 21:50:24 GMT -5
Only difference is that there might be a nerfing of some common twinking prone critters. Like stilt lizard. I hope you're wrong but I doubt it. They should be adding more ways to make combat characters be strong not taking any away. Mages already max out easily, slay mundanes and they're barely nerfed (if ever). What's wrong with getting parry on a ranger off some critters?
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Deleted
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Post by Deleted on Feb 15, 2016 22:17:23 GMT -5
They've said they nerfed stilt lizards and those other critters in the gypsy lands. I'd have no problem with that if they also provided some more sensible ways to train, like sparring NPCs in clans that make you follow a training schedule. They just refuse to do that.
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Deleted
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Post by Deleted on Feb 15, 2016 22:17:56 GMT -5
They've already said they're looking into fixing combat skill progression. I imagine it'll come around when the main-guild changes too.
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Post by desertman on Feb 16, 2016 10:58:39 GMT -5
I liked the majority of these changes.
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Post by High Sun Freeze Gun on Feb 16, 2016 11:31:18 GMT -5
So indie hunters are going to have to spar Mekillots it's all good
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Deleted
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Post by Deleted on Feb 16, 2016 12:44:16 GMT -5
No karma guilds with karma subguilds seems counter intuitive. Sorcerers have been changed to be more "mixed" as far as mundane and magickal skills. Now elementalists are limited to the "flavor" subguilds that severely limit them compared to the other mundane guilds.... Seems wrong and counter to what it seems like they trying to do. I'm unsure here, maybe I misinterpreted what they're trying to do with the game. I think elementalists with the extended subguilds is really a great direction for the game but I guess staff disagree.
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Post by magickermarco on Feb 16, 2016 13:13:10 GMT -5
Or they haven't coded it in for GPC purposes or they need a reason to utilize Special Applications
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Deleted
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Post by Deleted on Feb 16, 2016 19:30:18 GMT -5
It's a hot fix. Just to prevent apping up characters that are beyond your karma level. Say d-elf nilazi outdoorsman. So they just broadsword fixed it to require an application request in these cases until (if ever) they come up with something more streamlined.
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Deleted
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Post by Deleted on Feb 16, 2016 21:33:28 GMT -5
They've said they nerfed stilt lizards and those other critters in the gypsy lands. I'd have no problem with that if they also provided some more sensible ways to train, like sparring NPCs in clans that make you follow a training schedule. They just refuse to do that. The first part is my issue. Why not improve sparring while also leaving open the critters? The more ways the better to branch parry the better. If people have to sit around waiting to spar big dick dwarf to branch weapons after a year they're going to hate mundane combat even more. Imagine being a great warrior now too. If you're in a clan everyone will want to spar you non-stop, your character is a training dummy for people to raise up on before they die to drov beetles.
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Deleted
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Post by Deleted on Feb 16, 2016 21:38:21 GMT -5
Look at it a different way.
You're a master warrior. But you're the only one. Your clan would love to do all sorts of plots and go on adventures, but they're either boring easy for you, or you'll lose your entire clan except you yourself if you do go there.
Now, you can actually train up your clan to a comparable levels to you and go on a lot more dangerous adventures. It's no longer one seasoned PC leading a bunch of one hit dummies behind him. It's a solid group.
What's so wrong about this?
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Deleted
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Post by Deleted on Feb 16, 2016 21:53:14 GMT -5
No karma guilds with karma subguilds seems counter intuitive. Sorcerers have been changed to be more "mixed" as far as mundane and magickal skills. Now elementalists are limited to the "flavor" subguilds that severely limit them compared to the other mundane guilds.... Seems wrong and counter to what it seems like they trying to do. I'm unsure here, maybe I misinterpreted what they're trying to do with the game. I think elementalists with the extended subguilds is really a great direction for the game but I guess staff disagree. Why is curtailing more powerful character options -at all- a surprising move on the part of staff? Are you objecting to not being able to make a specific combination, like a spellcaster who can forage their own food?
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Deleted
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Post by Deleted on Feb 16, 2016 22:42:06 GMT -5
They're not curtailing it. Before the change you had to special app karma subguilds. Now, you don't have to unless you're picking a karma main guild. If you pick a karma main guild, and want a karma subguild, you have to special app it just like you had to before.
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