jesantu
Displaced Tuluki
Posts: 386
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Post by jesantu on Mar 24, 2016 10:24:43 GMT -5
I'll pick up that gauntlet. You are playing a Byn sergeant. You are out on a ride with your group of barely functional idiot minions, when a ranger/rukkian with godspeed, master archery, and a supply of peraine attacks your unit. You have exactly three defenses. 1, You have a spellcaster in your group who can smoke the ranger in the very small time window he is in range, or give chase. 2, After your group is dead, staff stores the raider and raises your unit from the dead. 3, Stop riding out when the raider tends to log in. A ranger with a krathi AOE ranged attack spell decides to introduce as much peraine and heramide into the economy as he likes. A defensively skilled warrior with a magic elemental club, a viv shield, and the ability to cast earthquake. Block, parry, invuln, AOE bash, headshot, take all your stuff. I'll end with the easy one. The logical rp control on "too much sparring" is "precious feels and immerzionz". Warrior/viv with heal wound and refresh doesnt really need to stop sparring, does he? I'm not seeing what's so horrible here. Is your argument really "Oh my gerdz the wilderness might actually be dangerous!!!!!!!!!!"? I don't think that's what he's saying at all. He's saying that each guild used to have it's own unique addition to the game. Sure, a defiler could wipe out 100 pickpockets with the wave of his hand but pickpockets could still offer something unique to their role that not even a defiler could pull off. A fully maxed pickpocket, or warrior, or ranger, etc is something to be feared in its own right. It's something unattainable by any other guild. Until now. A warrior no longer has the potential to be the greatesst swordsman that ever lived, a veritable Sujaal. A pickpocket no longer has the potential to be the most skilled cutpurse in all the known world of which legends are spun about by elves. Same with an assassin or anyone else. Because they're all trumped instantly and immediately by their magick subguild counterparts. The uniqueness that each guild brought to the world is lessened. Which is fine, for any player who approves of the eternal lessening that is today's Arm culture. Less is more. Addition by subtraction. Take three things away and give a fraction of one thing in return. That's the current mission statement of the MUD.
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Post by jcarter on Mar 24, 2016 10:39:24 GMT -5
If the changes are supposed to be IC then it's another unprecedented ceiling placed on player roles that had been fine for 20+
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Post by jcarter on Mar 24, 2016 10:41:22 GMT -5
Please remove merchant guild from game. Zalanthans are more than just craft bots and seeing a list of crafting skills does not accurately represent this
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jkarr
GDB Superstar
Posts: 2,070
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Post by jkarr on Mar 24, 2016 13:25:13 GMT -5
holy shit no they haven't. there wasn't a big RPT and maybe IC explanation is weak sure. would have been more fun with more plot. but from the faq about the change "Whether or not your PC notices any change should be down to what they encounter IC and based on their IC knowledge of elemental magick. You are free to have your character respond in a way consistent with the IG world and their individual personality if they notice anything." that's in the first damn thing they posted. clearly changes are IC if its legit for chars to notice and respond. am i taking crazy pills here? theyre saying that if ur char responds to anything it better be because there is something legitimately ic that is causing their response, rather than ur sudden ooc awareness of reduction of magicker powers. since full blown elementalists havent been removed from the gw (just from player options), and the pc mage population is a laughably small fraction of the gw mage populace, it follows that there may not be any ic 'change' for ur char to respond to since all thats being altered is pcs capacity to max out shit that they wouldnt have known was taken away or reduced in the 1st place tldr theyre basicly saying dont conflate ooc changes with shit that isnt ic apparent
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king
Clueless newb
Posts: 118
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Post by king on Mar 24, 2016 16:44:20 GMT -5
Drovians were a huge nuisance to all types of plots, made mundane spies obsolete, and didn't possess the rarity of a mindbender. To top it all off, they weren't actively hunted like mindbenders. They were used by all and took big shits on a multitude of plots. I'm sure the last ones will continue to do so and be the prized spies of the forces that be in Allanak and wherever else for the remainder of their lives. Have half a mind to wipe them out myself and finally be done with the class.
Good fucking riddance.
Kinda sad to see Nilazis go. I don't give two shits about Elkrosians. The first was actively hunted to make it tough, the second didn't ever seem to see a lot of play.
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grumble
GDB Superstar
toxic shithead
Destroyer of Worlds
Posts: 1,619
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Post by grumble on Mar 24, 2016 16:50:39 GMT -5
Drovians were a huge nuisance to all types of plots, made mundane spies obsolete, and didn't possess the rarity of a mindbender. To top it all off, they weren't actively hunted like mindbenders. They were used by all and took big shits on a multitude of plots. I'm sure the last ones will continue to do so and be the prized spies of the forces that be in Allanak and wherever else for the remainder of their lives. Have half a mind to wipe them out myself and finally be done with the class. Good fucking riddance. Kinda sad to see Nilazis go. I don't give two shits about Elkrosians. The first was actively hunted to make it tough, the second didn't ever seem to see a lot of play. Oh, I know a way to make Drovians and mindbenders back off, just burn their eyes out with frequent horrific acts of mudsex. Sooner or later they'll just start watching the Gaj and lying about what you're doing.
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Post by sergeantraul on Mar 24, 2016 18:20:23 GMT -5
I'm not seeing what's so horrible here. Is your argument really "Oh my gerdz the wilderness might actually be dangerous!!!!!!!!!!"? I don't think that's what he's saying at all. He's saying that each guild used to have it's own unique addition to the game. Sure, a defiler could wipe out 100 pickpockets with the wave of his hand but pickpockets could still offer something unique to their role that not even a defiler could pull off. A fully maxed pickpocket, or warrior, or ranger, etc is something to be feared in its own right. It's something unattainable by any other guild. Until now. A warrior no longer has the potential to be the greatesst swordsman that ever lived, a veritable Sujaal. A pickpocket no longer has the potential to be the most skilled cutpurse in all the known world of which legends are spun about by elves. Same with an assassin or anyone else. Because they're all trumped instantly and immediately by their magick subguild counterparts. The uniqueness that each guild brought to the world is lessened. Which is fine, for any player who approves of the eternal lessening that is today's Arm culture. Less is more. Addition by subtraction. Take three things away and give a fraction of one thing in return. That's the current mission statement of the MUD. I don't think this argument works, either. Krathi (when prepared) were better fighters than warriors before, too. Drovians were better spies than burglars. Whirans were better PK specialists than assassins. Rukkians were better survivalists than rangers. The fact that they now need to rely on some mundane skills and picked the right suite of elemental spells to accomplish the same thing doesn't represent a massive shift in the balance of power between mundane and magickal characters. The same checks that existed to keep elementalists from usurping mundanes continue to exist and will continue to work. Great, your warrior/krathi can be the world's greatest fighter, far more powerful than any mundane warrior. So are you going to keep that hidden for your character's entire life? Not actually try to use those skills where people can see it? Because as soon as you do, you become an outcast who is just as vulnerable to magickal assassins or peraine-equipped rangers who catch you off-guard as the full krathi was before. The mundane warrior, by contrast, can become the greatest warrior in the known who is actually celebrated and respected, who can kick ass without having to worry about being a slave or an outcast. So what if he can't beat a magicker in a "fair" 1-on-1 fight? Magick isn't fair. There might be some shift in the balance of power simply because we're likely to see more long-lived magickers. But I think it possible that shift will be worth it in terms of the increased variety we'll see in magicker characters. Yes, I said increased variety. I'm not happy with the loss of nilazi or full sorcerers, but the other elemental classes were boring. The sameiness between mages of the same element was oppressive. It's part of why the gemmed experience is garbage. Screaming about lost character options without acknowledging that this change also increases character options is Donald Trump style rhetoric. I do think basically all mundane subguids should be at ext. subguild power level and be karma free, though. Extended subguilds give mundane characters utility that, if played cleverly in the right circumstances, can give them an edge over a magickal opponent of their same main guild. There's no good reason for that capacity to be reserved for karma players and special applications.
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Post by BitterFlashback on Mar 24, 2016 18:41:26 GMT -5
Krathi (when prepared) were better fighters than warriors before, too. Drovians were better spies than burglars. Whirans were better PK specialists than assassins. Rukkians were better survivalists than rangers. The fact that they now need to rely on some mundane skills and picked the right suite of elemental spells to accomplish the same thing doesn't represent a massive shift in the balance of power between mundane and magickal characters. You've got it backwards. Now mundanes have magickal skills to make themselves better; those elementalists are gone. What's gone with them are the many limitations elementalists had that made them easy targets if they ran around abusing their powers, because mana is a far more limited resource than stamina. The same checks that existed to keep elementalists from usurping mundanes continue to exist and will continue to work. There are no elementalists, and even if there were, the main checks that kept elementalists in line was having extremely limited non-magickal skills that greatly reduced the number of ways they could survive in the game even if they don't try to stay hidden. Great, your warrior/krathi can be the world's greatest fighter, far more powerful than any mundane warrior. So are you going to keep that hidden for your character's entire life? Not actually try to use those skills where people can see it? Because as soon as you do, you become an outcast who is just as vulnerable to magickal assassins or peraine-equipped rangers who catch you off-guard as the full krathi was before. The mundane warrior, by contrast, can become the greatest warrior in the known who is actually celebrated and respected, who can kick ass without having to worry about being a slave or an outcast. So what if he can't beat a magicker in a "fair" 1-on-1 fight? Magick isn't fair. This strawman argument has nothing to do with what anyone has been saying to you. Nobody has claimed to hate a Krathi-Warrior combo because they'll become famous for how awesome they are. There might be some shift in the balance of power simply because we're likely to see more long-lived magickers. The shift in power will be in the number of magick-fueled pk machines. The only characters that will probably live longer are indy magickers, which is just going to further encourage the staff to nerf magick. But I think it possible that shift will be worth it in terms of the increased variety we'll see in magicker characters. Yes, I said increased variety. We will see an increased variety in minmax builds of people playing what amount to mundanes with the power to buff themselves. Gone is any semblance of elementalist culture from the game. Oh, but there will be more varieties of minmaxing, so more is better! Hooray! Screaming about lost character options without acknowledging that this change also increases character options is Donald Trump style rhetoric. Well thanks, Hillary, and let me remind you cherry-picking which arguments you want to laugh off before you endlessly repeat defeated points has become par for the course with you.
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Post by jcarter on Mar 24, 2016 20:19:47 GMT -5
If you really think mages will be treated as outcasts then you're delusional. They've always been tolerated and a huge cornerstone of plots, especially high scale ones.
But yeah sure this'll totally be different now that the only anti-mage city had been shut down and everyone can be a hidden mage with no risk lmao
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OT
Displaced Tuluki
Posts: 257
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Post by OT on Mar 24, 2016 20:42:30 GMT -5
Mages as outcasts was always a joke. Most tribes allow mages, you can be gemmed in Allanak, you can effortlessly be rogue in Red Storm and the Luir's region, and mages of course rule the wilderness. The only thing they definitely can't do is join the militia because a templar would find out, and then they'll have some difficulty joining Allanak-bound clans like the Byn and GMHs because they'll be likely to eventually have to interact with someone who has identify.
Even in the latter case, it's not that much of a rarity to find rogue mages in these clans, especially the Byn where they started to go in order to raise the combat skills gained from extended subguilds before either taking the gem or just going forth into the world. The only clan that's genuinely off-limits to magickers is the militia, you'd never get away with that. Anywhere else, it's either legal to be a mage or it's entirely possible to succesfully be rogue.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 24, 2016 21:10:00 GMT -5
Here I am, worried now that someone is going to make a warrior/krathi and come own the warrior I've spent over a RL year on. O.o
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punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
Posts: 1,098
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Post by punished ppurg on Mar 24, 2016 21:55:01 GMT -5
Here I am, worried now that someone is going to make a warrior/krathi and come own the warrior I've spent over a RL year on. O.o You better keep logging in, because otherwise Nergal is going to snoop up your account record and then use your inactivity as an excuse to disregard your worries and opposing sentiments.
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Post by BitterFlashback on Mar 24, 2016 23:12:19 GMT -5
Here I am, worried now that someone is going to make a warrior/krathi and come own the warrior I've spent over a RL year on. O.o You better keep logging in, because otherwise Nergal is going to snoop up your account record and then use your inactivity as an excuse to disregard your worries and opposing sentiments. You keep this up and Imma call you BitterFlash forward.
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OT
Displaced Tuluki
Posts: 257
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Post by OT on Mar 25, 2016 0:03:48 GMT -5
Here I am, worried now that someone is going to make a warrior/krathi and come own the warrior I've spent over a RL year on. O.o Count on it. And once it becomes clear that this is the case, players looking for competent individuals will start looking for "people graced by the elements" as these are the go-to experts, and mundanes will be distinctly second-rate characters. In the interest of theorycrafting, I've looked at each subguild and tried to determine where the most useful spells of each element will go. It might be pertinent to future min-maxing, which we know will happen. There are more spells than this, it's not intended to be an exhaustive list, we just have no way of knowing where some of them go as they don't match any of the subguild themes. I'm guessing each guild gets like half a dozen spells, but these feel like safe predictions. 2 karma:
Rukkian aspect of protection.
Armor Stoneskin Possibly Burrow Possibly Wall of Sand if it isn't a creation spell Rukkian aspect of creation.
I don't know what this could be except for shit like Sand Jambiya and Create Food. Seems useless, who's gonna take this? Rukkian aspect of empowerment.
Strength Fury Godspeed Vivaduan aspect of healing.
Heal Cure Poison ?? Vivaduan aspect of corruption.
Poison Health Drain Intoxication Vivaduan aspect of creation.
See above. Where the fuck will Sanctuary and Invulnerability go, though? This is the big WTF because these are the best Vivaduan spells and they don't seem to fit into any of the categories. Same with Sleep and Earthquake for Rukkians. Surely these are not given to the 1-karma 'touched' subguilds?
3 karma: Fire touched. Wind touched.I frankly have no clue what these 'touched' guilds are about. Presumably they just get all the trash spells like Identify, Breathe Water and Sand Statue. Since they take less karma than the original guilds did, I doubt they get the juicy ones. 4 karma:Krathi aspect of guile.
Detect Magic Dispel Magic Empower Whiran aspect of tempest.
Hands of Wind Wind Fist Wall of Wind Shield of Wind
5 karma: Kinda difficult to say where the Krathi spells will go when they're called aspects of 'agony' and 'devastation.' Either one could get any given damage spell. Maybe agony the kind of indirect damage spells? Who knows. Krathi aspect of agony. (kinda guesswork here) Wall of Fire Fire Armor Immolate Whiran aspect of travel.
Teleport Relocate Transference Fly 6 karma Whiran aspect of illusion.
Invisibility Detect Invisible Messenger Stalker Krathi aspect of devastation.
Fireball Fire Seed Demonfire Rain of Fire As such, the most broken class combos will be the following: Assassin + Rukkian EmpowermentPretty self-explanatory. The Strength spell alone will turn an assassin into a guaranteed OHK monster of completely unprecedented proportions. A human will hit like a mul without having to live under the severe perils and restrictions that muls have to suffer. An assassin with AI+++ strength is completely, outrageously broken. Assassin + Krathi Guile
For much the same reason as the Rukkian buffs, empowered items will turn an assassin into a beast, although it'll be a little harder to get away with as people could spot the items. However, if they don't remove permanent rangz from the game, this will be a godlike character, but one that costs twice as much karma as the Rukkian ones for probably not that much more power. Warrior/Ranger + Rukkian Empowerment or Krathi GuileBasically for the same reason as the assassin. They just don't scale as gamebreakingly as assassins do due to backstab. However, Godspeed is particularly good for rangers as the agility helps them more, allowing them to snipe people like a god and stealth like an assassin. Warrior + Rukkian ProtectionHardly rocket science. A warrior with Armor+Stoneskin is night-invulnerable, and if this subguild does indeed get Burrow, it fixes the age-old problem of warriors being sitting ducks if they do get out-matched. This will be an insanely powerful character for PvE in particular as no NPC in the game can put a dent in a well-trained warrior with these two buffs up. Also, if this is the subguild that gets Wall of Sand, there's an answer to the problem warriors otherwise have with people running away. Stoneskin also makes you a lot heavier which should help with certain warrior skills, and protects against Whiran spells. Warrior + Vivaduan HealingYe olde paladin. I mean, it's straight-forward. I wouldn't say this character is as powerful as the Rukkian buff or Krathi empower ones because you can only really heal after fights unless you're willing to render yourself unarmed mid-combat, but this character will be fantastic to have in a raiding crew or anything like that. The game is gonna feel like a fucking MMORPG. Warrior + Whiran IllusionI mean, warriors don't have stealth, so invisibility is particularly well-suited to them. It's both an offensive and defensive tool as it allows warriors to get the drop on people and solves the problem of them being sitting ducks when outmatched. Every other guild you'll encounter in PvP has stealth, leaving warriors at a disadvantage. Ranger + whatever Viv subguild gets Invulnerability and SanctuaryThis will be great on a ranger as they aren't quite the defensive gods that warriors are, and are hurt more by the hefty agility penalty of Stoneskin. Also because these spells are more visible, which a ranger can counter with stealth. Rukkian Protection would also be fine on a ranger but I don't like the agility penalty and they don't need Burrow so much due to having stealth. Ranger + Whiran Illusion
Invisible ranger. Farm peraine with ease, ride an invisible ratlon, get the perfect peraine shot on people who have no warning. You can shoot from the most favorable angle, and go in for the kill. Normally the trouble for a ranger is that stealth and mount are incompatible, making it difficult to get a shot off against a target who's checking the horizon. Ranger + Whiran Travel
Shooting from the sky, anyone? Probably best suited for d-elves who don't rely on a mount. Burglar + Krathi DevastationThis is purely for the ability to Demonfire someone from stealth. Could really be any rogue guild, but there's no reason to be an assassin if you have Demonfire, and pickpockets have nothing that synergizes whereas burglars can reach people almost anywhere. A Demonfire burglar could kill virtually any PC in Allanak and likely escape undiscovered thanks to stealth.
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OT
Displaced Tuluki
Posts: 257
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Post by OT on Mar 25, 2016 0:50:14 GMT -5
I'm never playing a mundane again, idgaf. Staff made mundanes completely uninteresting.
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