Envoy changes

by Unknown

Back to Common Grounds.

Unknown2005-05-12 11:54:51
Are these changes the only ones to be seen this round, or can non-mages expect some too?
Nayl2005-05-12 11:56:33
I would say that the mages are simply either the easiest, or the first that were addressed.
Unknown2005-05-12 12:02:19
Let's hope so smile.gif...mages are too demesne crazy already without giving them extra bits and pieces closedeyes.gif .

...yes, pure envy.
Roark2005-05-12 12:06:26
The last one was done in phases. This one will be the same.
Unknown2005-05-12 12:13:58
It was? It was probably done while I was on a sabbatical. I didn't notice.
Murphy2005-05-12 12:17:33
I like them, goo dtha tdilute has been given the ass
Nayl2005-05-12 12:18:10
Sounds like a good way to implement mass changes. Narrows down bugfixing too. Yay
Unknown2005-05-12 13:36:58
Why can't spores be totems only? It's ridiculous.
Amaru2005-05-12 13:44:26
Looks good to me. Good work coders.
Unknown2005-05-12 14:11:08
QUOTE(Amaru @ May 12 2005, 03:44 AM)
Looks good to me. Good work coders.
116759



What looks good? It was just a few bug fixes, no real changes.

They haven't gotten to the meat yet I suppose, since the main skills were pretty much fine.
Unknown2005-05-12 14:12:40
Now we have to focus on knights... Knights... *nods*
Amaru2005-05-12 15:57:34
QUOTE(Anonymous @ May 12 2005, 03:11 PM)
What looks good? It was just a few bug fixes, no real changes.

They haven't gotten to the meat yet I suppose, since the main skills were pretty much fine.
116765



The new aquamancer skills aren't 'real changes'? Removing dilute isn't a real change? I'd say that's a big change, and for the best. Though I disagree with improving the already strong Geomancer demesne.

It's my fault for being ambitious, probably, but I'd hoped for one of the limiting changes to demesnes to be implemented to make them a little more balanced. You can't have it all smile.gif
Nayl2005-05-12 16:17:59
Tuek said that before Mage's got done. IE, Wiccans first.
I think
Shiri2005-05-12 16:21:54
QUOTE(Amaru @ May 12 2005, 04:57 PM)
The new aquamancer skills aren't 'real changes'? Removing dilute isn't a real change? I'd say that's a big change, and for the best. Though I disagree with improving the already strong Geomancer demesne.

It's my fault for being ambitious, probably, but I'd hoped for one of the limiting changes to demesnes to be implemented to make them a little more balanced. You can't have it all smile.gif
116810



Well, so far they've tweaked the easy things, probably, and they might nerf demesnes by altering the fundamental demesne mechanics yet, they just did the easy specifics first.
Estarra2005-05-12 16:36:50
When addressing envoy reports, our main purpose is balancing skills and addressing needed bugs and tweaks. As a general rule, we aren't aiming to completely revise skillsets nor add new skills unless we perceive a compelling need. For the most part, new skills will rarely be added. Your envoys are welcome to submit new skill suggestions but chances are that we'll be more open to revisions or tweaking to skills that you already have.

Some of the envoy reports appear to only be concerned with how to make the guild more powerful (sometimes it gets so we ask ourselves--to put it politely--"Is this a joke?"). While it may be understandable that you'd want the best for your guild, if the guild isn't unbalanced for the most part, we aren't going to make radical changes or add major new skills as some of you apparently hope. Indeed, we prefer to err on the side of caution. Continuously upgrading and adding skills to make guilds more and more powerful will simply lead to an arms race where eventually combat becomes pointless.
Llexyn2005-05-12 16:45:37
It's my fault for being ambitious, probably, but I'd hoped for one of the limiting changes to demesnes to be implemented to make them a little more balanced. You can't have it all smile.gif
116810




That's what I say about the Aquamancers. You can't have it all.

So why do they have healing AND an offensive instakill? Plus a staff that kicks ass compared to a Geomancer's. glare.gif

Oh wait. I forgot. Geomancers shouldn't fight without a demesne. Hmm, funny how an Aquamancer still could without dying.
Terenas2005-05-12 16:46:13
QUOTE(Estarra @ May 12 2005, 04:36 PM)
Continuously upgrading and adding skills to make guilds more and more powerful will simply lead to an arms race where eventually combat becomes pointless.
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But if every guild was overpowered, then we'd all be balanced! tongue.gif

Joking. But there are some guilds that require much more fixing and attentions toward in balancing them with the rest. I just really hope the admins agree with the player base like they did in the beginning when they gave Mages some major overhauls.
Terenas2005-05-12 16:47:52
QUOTE(Llexyn @ May 12 2005, 04:45 PM)

That's what I say about the Aquamancers. You can't have it all.

So why do they have healing AND an offensive instakill? Plus a staff that kicks ass compared to a Geomancer's.  glare.gif
116838


Because you have long term effects like poison gas, the best instant kill, and the best abilities that work together to keep an opponent in (rubbles, dustorm (upgraded), stonewalls. Why in the world could you be complaining is beyond me.
Llexyn2005-05-12 16:48:43
QUOTE(terenas @ May 12 2005, 11:46 AM)
But if every guild was overpowered, then we'd all be balanced!  tongue.gif

Joking. But there are some guilds that require much more fixing and attentions toward in balancing them with the rest. I just really hope the admins agree with the player base like they did in the beginning when they gave Mages some major overhauls.
116839




You're completely whacked, Terenas. Mages did not get ANY major overhaul. Ever. Infact, the first few classes to get major overhauls were knights.
Terenas2005-05-12 16:52:58
QUOTE(Llexyn @ May 12 2005, 04:48 PM)
You're completely whacked, Terenas. Mages did not get ANY major overhaul. Ever. Infact, the first few classes to get major overhauls were knights.
116842


Demesne's effects were doubled in speed, staffs were reduced to 1 powers cast on their respective plane so did the loyals, phantom do damage + afflictions + entanglement, supersling was tuned down to 2 powers. Planar also affects all demesne speeds. And those were the general.

Geomancers got a new skill to increase their magic damage.
Aquamancers got needlerain to strip defenses.
Oh, and of course you got Dreamweaving.

I was an Aquamancer when I first started out, the difference between the Mages in the beginning and now is incredible. I'm sorry but IMO the Mages are significantly stronger and devestating.