Unknown2005-08-03 22:25:37
You heard me. Our demesnes totally and completely 100% suck. I've seen less suckage at Fantasy Fest. And Blacktalon don't even get the right to complain in this. Why? Their demesne stuns. Not totally sure which, either murder or the white mists - which I'm told is sleep mist, so that leaves me with murder. And that means I get a very small window to focusbody and move. And since Kaervas or someone else went through and terrained the whole place, it only makes this MORE difficult.
I get to.. PELT YOU WITH ACORNS. AND AND AND THROW SOME VINES AT YOU. AND PATH TWIST, WHICH DOESN'T EVEN AFFECT THE FAETHORN, BECAUSE OF THESE STUPID BLOODY ARCHWAYS.
Give us SOMETHING to work with here. We've got NOTHING.
I get to.. PELT YOU WITH ACORNS. AND AND AND THROW SOME VINES AT YOU. AND PATH TWIST, WHICH DOESN'T EVEN AFFECT THE FAETHORN, BECAUSE OF THESE STUPID BLOODY ARCHWAYS.
Give us SOMETHING to work with here. We've got NOTHING.
Daevos2005-08-03 22:31:29
I think your demesne is pretty powerful, you just need to stop depending on it to fight for you, and actually learn how to fight yourself.
Unknown2005-08-03 22:33:06
Err. Right. You mean our 400 damage cudgel point? with it's whole... 30-40 bleed? Yea. That's some sweet fighting, there.
Give me some serious reasons why our demesne is "pretty powerful".
Give me some serious reasons why our demesne is "pretty powerful".
Unknown2005-08-03 22:41:52
Paralysis, stupidity, web, treelife... the slow thing.. Try again
Unknown2005-08-03 22:54:23
QUOTE(Guardian_Shiro @ Aug 3 2005, 05:41 PM)
Paralysis, stupidity, web, treelife... the slow thing.. Try again
161057
"the slow thing"? Oh, forgot about that one.
Paralysis can be done by any mage with Runes. Sorry. Stupidity? Wow. EAT PENNYROYAL. That's REALLY hard. And, when the hell did my demesne start webbing? Treelife? WOW! That's REALLY hard to stop! I mean, it takes a REAL genious to trigger that to make you go DOWN! WOW! I'm SO sorry that you know my demesne so much better. With your AMAZING knowledge, and, well, "the slow thing". Gods, let's quick, AB that one for the records.
Anyway. It's nothing when Blacklung is knocking you off balance (or stunning - Nyla claims the former, but I've been getting the latter).
Overall, druid demeses just SUCK. Period. No arguement. Paralyze? Stupidity? Maybe that bugs someone with a sub-standard healing system. You know, the type that's worse than doing it 100% manual, without even using aliases.
Please don't try to argue a point unless you know what you're talking about. Thanks. Nothing in our demesne can even come CLOSE to a Geomancer's hunger, leg-breaking, rubble, stun. Not to mention Chasm. Especially when we can't throw illusions up on our own demesnes.
EDIT: Edited for personal attacks.
Lisaera2005-08-03 23:21:06
Calm down with the personal attacks, not everyone knows the exact ability names for all skills.
Elryn2005-08-03 23:27:24
Hartstone demesnes just look far cooler though, and we do have certain role advantages being able to take a 'forestal' high ground position. Glomdoring has a much tougher time being a minority organization than we do, and it does seem fair that the infusion of taint makes their demesnes more offensively powerful than ours.
Yes, I agree mage demesnes appear more powerful at this point, but there could be good reason for that. Mastery of elemental evocation and control sounds like it would be very powerful offensively, much more so than the more subtle aide that comes from requesting/commanding aide from willful living things. If demesnes are ever expanded to mean more than just a combat advantage, I could see the lack of sheer slaughterage of both Druid versions being balanced by some rather nifty other things.
Yes, I agree mage demesnes appear more powerful at this point, but there could be good reason for that. Mastery of elemental evocation and control sounds like it would be very powerful offensively, much more so than the more subtle aide that comes from requesting/commanding aide from willful living things. If demesnes are ever expanded to mean more than just a combat advantage, I could see the lack of sheer slaughterage of both Druid versions being balanced by some rather nifty other things.
Unknown2005-08-03 23:27:27
QUOTE(Lisaera @ Aug 3 2005, 06:21 PM)
Calm down with the personal attacks, not everyone knows the exact ability names for all skills.
161074
I know. Just extremely frustrated - especially when someone tries to say stupidity is a strong aspect of our demesne. Which is probably true. Which just further enforces the point that it's utter crap.
Sorry Shiro.
Unknown2005-08-04 00:01:30
Usually when you make an Ideas post there's an Idea along with it.
Could you revise your post and make it more.. agreeable for non-Druids that are viewing this? Not trying to bash you, but if you have some ideas it'd be best to post them rather than have the coders scratching their heads and saying "What do they need.."
Lisaera obviously listens so it'd be best to make use of the situation, right?
Maybe get with a few guildmates OOCly and try to figure something out. I know it's frustrating.
Could you revise your post and make it more.. agreeable for non-Druids that are viewing this? Not trying to bash you, but if you have some ideas it'd be best to post them rather than have the coders scratching their heads and saying "What do they need.."
Lisaera obviously listens so it'd be best to make use of the situation, right?
Maybe get with a few guildmates OOCly and try to figure something out. I know it's frustrating.
Lisaera2005-08-04 00:08:28
I don't so much listen as have a Korean sweatshop of pre-pubescent boys that listen for me. With macros.
Unknown2005-08-04 00:51:52
Well, okay, ideas.
I suggest, firstly, a druidry skill that lets us resist being blown/knocked/geysered/hexagramed out of trees. Not a sure-fire, but base it on dexterity.
Using "down" to get out of trees without the climbing skill should have a chance, depending on dexterity, to make you slip - and if you slip, pending on size (or maybe just random?), you break limbs. Maybe just one leg, maybe two - maybe an arm and a leg, maybe three, maybe all. As well, possible concussion/head damage.
Here are some valid points brought up by our envoy in another thread, as well.
As has been said, ditch Pathtwist. Nice idea, but it's fairly useless (I for one make my center some place hard to reach, or unbreakable, unless half my demesne is already gone).
Perhaps change Treebane a bit. Instead of just knocking them out (I can do this with SHOVE), slam them into the tree. Break some limbs, and stun. Smaller size = longer stun time. As well, maybe some small amount of wounding to the torso?
As Sylphas suggested, something that lets us, from the trees, monitor what's going on below. Put it at 0% mastery, in Druidry, or around Flow in Nature - although I don't see an honest reason to give it to Wiccans.
As per Narsrim, Sap should be lowered from 8p to 5p. As it stands, it's neigh on impossible to pull it off without them being able to cleanse it - unless they're an idiot and locked in our demesne, and then it's useless. Heck, I'll just quote him - most of them are decent ideas.
Heck. If Pathtwist stays, make it so it's a demesne-wide effect, costs 5 power, and any enemy trying to leave, while in the demesne, goes to the center. As Narsrim says, Tumble/leap/sprint shouldn't stop it - nor should ENTER ARCHWAY. You leave in anyway way other than teleport/flow/flying out, you get thrown riiight back in.
I'm sure Narsrim and Gregori can do this better than I. Heh.
And I want your sweatshop, Lis.
I suggest, firstly, a druidry skill that lets us resist being blown/knocked/geysered/hexagramed out of trees. Not a sure-fire, but base it on dexterity.
Using "down" to get out of trees without the climbing skill should have a chance, depending on dexterity, to make you slip - and if you slip, pending on size (or maybe just random?), you break limbs. Maybe just one leg, maybe two - maybe an arm and a leg, maybe three, maybe all. As well, possible concussion/head damage.
Here are some valid points brought up by our envoy in another thread, as well.
QUOTE(Gregori @ Jul 31 2005, 05:34 AM)
1) Treelife at the very least should steal eq for a very short instant so instant down is not applicable
2) Hexagram should not go through shield, as everyone has the ability to learn how to climb trees and nullify a shielded druid
3) Consider a druidry skill allowing runes to be used from the trees
4) Raise cudgel should have a decreased balance loss time for the user, as it suffers the same drawback of Treelife. In that the moment it is used, you are off balance but the enemy just climbs down and walks off.
2) Hexagram should not go through shield, as everyone has the ability to learn how to climb trees and nullify a shielded druid
3) Consider a druidry skill allowing runes to be used from the trees
4) Raise cudgel should have a decreased balance loss time for the user, as it suffers the same drawback of Treelife. In that the moment it is used, you are off balance but the enemy just climbs down and walks off.
159047
As has been said, ditch Pathtwist. Nice idea, but it's fairly useless (I for one make my center some place hard to reach, or unbreakable, unless half my demesne is already gone).
Perhaps change Treebane a bit. Instead of just knocking them out (I can do this with SHOVE), slam them into the tree. Break some limbs, and stun. Smaller size = longer stun time. As well, maybe some small amount of wounding to the torso?
As Sylphas suggested, something that lets us, from the trees, monitor what's going on below. Put it at 0% mastery, in Druidry, or around Flow in Nature - although I don't see an honest reason to give it to Wiccans.
As per Narsrim, Sap should be lowered from 8p to 5p. As it stands, it's neigh on impossible to pull it off without them being able to cleanse it - unless they're an idiot and locked in our demesne, and then it's useless. Heck, I'll just quote him - most of them are decent ideas.
QUOTE
They seriously need some work. If I had my way, this is how'd it go:
- Sap would be reduced to 5p instead of 8p
- Treelife would have a 25% chance of binding the target when it jerked them into trees
- Treebane would give a concussion if the target didn't have levitation (bear in mind the only ways for them to get rid of levitate are Spring in Lowmagic (which is random and could potentially drain all their willpower before they even stripped it) or Undo in Dreamweaving).
- Cudgel's damage type would be changed to 50% unblockable and 50% piercing
- Squirrels/Murder would do a short stun with the bleeding.
- Tumble/Leap/Sprint/etc wouldn't by pass Pathtwist. Only teleportation abilities
- Spiders should not check resilience. You always get 1 affliction from them (I mean seriously, the 3 afflictions aren't even that bad... no reason you should be able to resist that)
- New ability in Druidry: Ensnare - traps a target in the trees. They will find their attempts to climb down fail 50% of the time.
- Raise cudgel is doubled in speed
- The druidry ability the yanks someone of the air also scratches them for bleeding and binds them (right now, you can just fly immediately after it yanks you out)
- 3p druidry skill, immunity to geyser/hexagram/sylph (lasts the same time as like yellow in lowmagic... 15-20+ min or so)
- Sap would be reduced to 5p instead of 8p
- Treelife would have a 25% chance of binding the target when it jerked them into trees
- Treebane would give a concussion if the target didn't have levitation (bear in mind the only ways for them to get rid of levitate are Spring in Lowmagic (which is random and could potentially drain all their willpower before they even stripped it) or Undo in Dreamweaving).
- Cudgel's damage type would be changed to 50% unblockable and 50% piercing
- Squirrels/Murder would do a short stun with the bleeding.
- Tumble/Leap/Sprint/etc wouldn't by pass Pathtwist. Only teleportation abilities
- Spiders should not check resilience. You always get 1 affliction from them (I mean seriously, the 3 afflictions aren't even that bad... no reason you should be able to resist that)
- New ability in Druidry: Ensnare - traps a target in the trees. They will find their attempts to climb down fail 50% of the time.
- Raise cudgel is doubled in speed
- The druidry ability the yanks someone of the air also scratches them for bleeding and binds them (right now, you can just fly immediately after it yanks you out)
- 3p druidry skill, immunity to geyser/hexagram/sylph (lasts the same time as like yellow in lowmagic... 15-20+ min or so)
Heck. If Pathtwist stays, make it so it's a demesne-wide effect, costs 5 power, and any enemy trying to leave, while in the demesne, goes to the center. As Narsrim says, Tumble/leap/sprint shouldn't stop it - nor should ENTER ARCHWAY. You leave in anyway way other than teleport/flow/flying out, you get thrown riiight back in.
I'm sure Narsrim and Gregori can do this better than I. Heh.
And I want your sweatshop, Lis.
Hajamin2005-08-04 01:15:14
QUOTE(Ye of Little Faith @ Aug 4 2005, 09:51 AM)
As has been said, ditch Pathtwist. Nice idea, but it's fairly useless (I for one make my center some place hard to reach, or unbreakable, unless half my demesne is already gone).
161107
You will have to teach me that trick, as the center moves.
Unknown2005-08-04 01:30:07
QUOTE(Hajamin @ Aug 3 2005, 08:15 PM)
You will have to teach me that trick, as the center moves.
161113
Not unless I tell it to. And I'm told if it's broken, then my entire demesne is gone. If that's wrong, please tell me so - I'll stop being so cautious with it. But either way, Pathtwist has served no use. Maybe if the archways were removed. Then, gasp, they actually move out of the demesne, and not just enter an archway to teleport out. Then again, my center would probably be a ton of guards. But that's their problem, not mine.
Acrune2005-08-04 02:11:14
QUOTE(Ye of Little Faith @ Aug 3 2005, 09:30 PM)
Not unless I tell it to. And I'm told if it's broken, then my entire demesne is gone. If that's wrong, please tell me so - I'll stop being so cautious with it.
161117
95% sure thats wrong.
Edit: Make that 100%, just tested.
Hajamin2005-08-04 02:15:03
Why do we need to tell you, how hard is it to make a 2 room demense and have someone break the room labeled as the center?
Elryn2005-08-04 02:28:36
QUOTE(Ye of Little Faith @ Aug 4 2005, 11:30 AM)
And I'm told if it's broken, then my entire demesne is gone. If that's wrong, please tell me so - I'll stop being so cautious with it.Â
161117
Are you referring to the infamous 'disappearing forest' trick? If its the same as it was, then breaking the centre room while you have some demesne left, just moves the centre along. Breaking the last room of your demesne wipes out every forceforest you ever created, whether it was part of a demesne or not.
It only happens to druids too.
Unknown2005-08-04 03:17:26
Hajamin: I'm so lazy, I'll starve before I make myself a sandwich. Think about that.
All I remember is I had a HUGE demesne, then it disappeared. Like, with no warning. I was told someone destroyed it's center. And it was still fairly new.
Maybe that's what they were talking about, Elryn. Mm. Either way! Path twist is *still* fairly useless. How many people run from a demesne, versus the number of people who just shield? I mean, shielding blocks our entire skillset.
All I remember is I had a HUGE demesne, then it disappeared. Like, with no warning. I was told someone destroyed it's center. And it was still fairly new.
Maybe that's what they were talking about, Elryn. Mm. Either way! Path twist is *still* fairly useless. How many people run from a demesne, versus the number of people who just shield? I mean, shielding blocks our entire skillset.
Unknown2005-08-04 03:19:53
Shh. Don't point out my flaws - I'm a very tired person. Either way, it's very rare someone's going to just waltz out of my demesne. For the most part, they'll either forceflood/taint/forest, or they'll shield, and wait for the mage to tele in. >.< Pathtwist, as stands, would best be made a demesne-wide affect, like Treebane. Affects enemies currently in the demesne. Make it so leap/tumble/etc doesn't circumvent this.
Yea. Okay, I need sleep, before trying to post.
Yea. Okay, I need sleep, before trying to post.
Nyla2005-08-04 03:29:56
First off the chance of being afflicted with black lung is a 1 in three chance. This means once every thirty seconds. Blacklung does not stun. It steals balance, and is cured as easily as stupidity.
The mist was sleep mist. Not sure what that does. But is a dreamweaving skill
Also you have the upgraded Ancestral curse as well as the skill I cant remember the name of that hides the exits.
The skills that replace squirrels and pathtwist are random.(murder and spiders)
You have a stag that does damage and lifts your enemies into the trees where guess what, Druids are supposed to fight. Where as my Crow.... does about 300 damage and thats it.
Crow Perch is a glorified cling that doesnt even work.
The mist was sleep mist. Not sure what that does. But is a dreamweaving skill
Also you have the upgraded Ancestral curse as well as the skill I cant remember the name of that hides the exits.
The skills that replace squirrels and pathtwist are random.(murder and spiders)
You have a stag that does damage and lifts your enemies into the trees where guess what, Druids are supposed to fight. Where as my Crow.... does about 300 damage and thats it.
Crow Perch is a glorified cling that doesnt even work.
Unknown2005-08-04 03:36:28
Stag doesn't attack.. unless it was recently upgraded.