Code of Conduct

by Malarious

Back to Combat Guide.

Malarious2006-10-15 20:31:18
I see forums and posts about things that should not happen and of those who whine about things that happen. Lets try to take a moment and establish what should never happen.

Out of respect for the art of combat we choose our actions wisely,

It has been established it is cheap and dishonourable to order POUR for combat. As many other skills some things are just not done..

Sometimes combos go beyond the level of counterable and when they are lethal this is not something that should be permitted.
EX:
1) Crotamine/bubble
2) Power draining in the arena (while understandable I dont know that I would be able to call running until my opponents run out of power a tactic..)
3) Be aware that many guilds have skills that are 'overpowered' likely one of the guilds can say at least one of your skills is, but there is a difference between using it and abusining it. I can beckon multiple times in a row, but I dont, why? Because I dont want spamming to be how I can do what I want to.

I dont see any reason to continue this list.. You all can if you want to establish what will and will not be done.

Lets keep our combat fair, honest, and honourable. I think those seem to be missing alot.

Also while I hold no high position I am going to try to talk to the guilds and the admins of some of them as some guilds seem to be in need... highest on my list.. Druids, Mages got psionics but what about druids? Where is there no demesne needed soloing act?

My plans to try to work toward are:
-For druids to be able to handle combat alone where they dont HAVE to use a demesne all the time.
-Improve Necromancy to put it more on par with sacraments, and yes I think I am beggining to agree outr goal is to just prevent you from having that power available.
-Bringing the 'raises' to eachothers standards. Geo staffs are probably the lewast useful with the mud, druid cudgles have much more use but all fear the overpowerered aqua staff.

I would like if we had a forum where we could post ideas for the envoys to consider as a group instead of talking to just 'our' envoy.

Be well everyone and as always I may not have the best grammar or structure but I hope you take my words into consideration and reply freely.
Shorlen2006-10-15 20:40:41
Aren't the raises for geos and aquas the same, the elemental spiritshield? It's the twirls that are different, I thought, and the aqua twirl that everyone seems to think is so overpowered...
Malarious2006-10-15 20:59:20
QUOTE(Shorlen @ Oct 15 2006, 04:40 PM) 342983

Aren't the raises for geos and aquas the same, the elemental spiritshield? It's the twirls that are different, I thought, and the aqua twirl that everyone seems to think is so overpowered...



Ahh Thank you.. twirl rather... geo twirl is mud... cudgel twirl is... something.... aquamancer twirls however allow health mana and ego to go past max, none of the other staffs/cudgels can say they make you that much harder to kill.
Unknown2006-10-15 21:13:27
20% isn't much harder to kill. That's 600-700 health for a typical aquamancer (less than one hit!), and you can't go back below max in combat, unless you waste your offense by just twirling the staff around.

EDIT: And Necromancy IS on par with Sacraments. Funny how more than a year ago sacraments users complained that necromancy is overpowered. Since that time, both Necromancy and Sacraments changed a bit, but the parts that people say are over/underpowered are still almost unchanged. So it's just a matter of perspective - the skills are good in my opinion.
Shorlen2006-10-15 21:23:34
QUOTE(Malarious @ Oct 15 2006, 04:59 PM) 342987
Ahh Thank you.. twirl rather... geo twirl is mud... cudgel twirl is... something.... aquamancer twirls however allow health mana and ego to go past max, none of the other staffs/cudgels can say they make you that much harder to kill.

Druidic twirl gives a 50% change to resist hexagram/geyser. That's quite amazing. The geo one is the only worthless one.
Unknown2006-10-15 22:25:53
QUOTE(Cuber @ Oct 15 2006, 05:13 PM) 342990

EDIT: And Necromancy IS on par with Sacraments. Funny how more than a year ago sacraments users complained that necromancy is overpowered. Since that time, both Necromancy and Sacraments changed a bit, but the parts that people say are over/underpowered are still almost unchanged. So it's just a matter of perspective - the skills are good in my opinion.



LICH IS OVERPOWERED! NERF NERF NERF!

But seriously, QFT.
Ildaudid2006-10-16 00:29:47
I used escozul darts in the duel (before my typo screwed me smile.gif ) But in that duel, you were dueling for something, it wasnt as if there were 10 people to fight and I was trying to run people out of power so that they could be killed off by others, I used it because, no power = less choke, no shadowflight. My pits could then work.... I was going for a escozul weakening, so I could actually fight a titan. Now croto/bubble is insane and I wouldnt consider the winner of a FFA who used that to win, a winner. wink.gif
Abethor2006-10-16 00:32:00
QUOTE(Cuber @ Oct 15 2006, 04:13 PM) 342990

20% isn't much harder to kill. That's 600-700 health for a typical aquamancer (less than one hit!), and you can't go back below max in combat, unless you waste your offense by just twirling the staff around.

EDIT: And Necromancy IS on par with Sacraments. Funny how more than a year ago sacraments users complained that necromancy is overpowered. Since that time, both Necromancy and Sacraments changed a bit, but the parts that people say are over/underpowered are still almost unchanged. So it's just a matter of perspective - the skills are good in my opinion.

And might I add that most Aquamancers are MERIAN. With a limited constitution and the staff twirl, I have around 3500 health. 3500?! That's nothing.
Shorlen2006-10-16 00:59:52
QUOTE(Abethor @ Oct 15 2006, 08:32 PM) 343064
And might I add that most Aquamancers are MERIAN. With a limited constitution and the staff twirl, I have around 3500 health. 3500?! That's nothing.

Still significantly more than I have tongue.gif
Unknown2006-10-16 05:35:58
Aqua staff twirl is an incredible enconomizer for bashing and influencing, but given that you'd have to temporarily sacrifice your ability to actually fight in order to use it, I don't see how it would be particularly useful in PvP. The best you could do with it is run away and restore to full, but if you're actually being hotly pursued then sipping is still better since it won't freeze you with lost equilibrium.
Verithrax2006-10-16 05:55:08
It goes beyond your max health and mana, giving you a buffer before your actual health is hit.
Unknown2006-10-16 05:59:47
I approve of the general idea of what you are saying. Admirable stuff. thumup.gif
QUOTE(Malarious @ Oct 15 2006, 08:31 PM) 342979

Also while I hold no high position I am going to try to talk to the guilds and the admins of some of them as some guilds seem to be in need... highest on my list.. Druids, Mages got psionics but what about druids? Where is there no demesne needed soloing act?

My plans to try to work toward are:
-For druids to be able to handle combat alone where they dont HAVE to use a demesne all the time.

However, I don't agree with this. Are you going to work for Wiccans to be able to handle combat without fae? Warriors to handle combat without weapons? Druids and mages are -meant- to have demesnes... it is a key component of their archetype.

Other than that, all looks good.
Ixion2006-10-16 06:19:57
QUOTE(Cuber @ Oct 15 2006, 05:13 PM) 342990

EDIT: And Necromancy IS on par with Sacraments. Funny how more than a year ago sacraments users complained that necromancy is overpowered. Since that time, both Necromancy and Sacraments changed a bit, but the parts that people say are over/underpowered are still almost unchanged. So it's just a matter of perspective - the skills are good in my opinion.


laugh.gif Sure they are.

QUOTE(Shorlen @ Oct 15 2006, 05:23 PM) 342994

Druidic twirl gives a 50% change to resist hexagram/geyser. That's quite amazing. The geo one is the only worthless one.


Very true, I remember my hexagrams being resisted to the point where I just stopped using it. Besides, unless the druid is clueless and doesn't have levitation up, it is impossible to regain full balance before the druid can re-climb up.
Reiha2006-10-16 06:33:14
I wish Geo twirl staff would work like aeon instead of impedeing movement from rooms, but that'd be too powerful. AND It doesn't work while mounted, because as Arix once said, ALL AQUAS NEVER USE THEIR TURTLES ANYWAY.

The sticky goo wears off quickly enough, and easily cleansed off. Not the greatest, but not the worst thing. And yes, I am caps happy tonight.
Tiran2006-10-17 15:52:40
QUOTE(Malarious @ Oct 15 2006, 02:31 PM) 342979

Also while I hold no high position I am going to try to talk to the guilds and the admins of some of them as some guilds seem to be in need... highest on my list.. Druids, Mages got psionics but what about druids? Where is th no demesne needed soloing act?


As it is, Psionics seems to be balanced as a primary guild skill rather than a secondary one. The fact that a mage can rely almost completely on psionics and ignore their primary skill is insane. My understanding was that secondary skills complement and work together with the primary one, not replace them. If dreamweaving were like that, we wouldn't need these 15+ power 20k willpower kills that only work if your target is afk. Even though it would probably provoke a lot of complaints, I'd rather see psionics brought in line with the rest of the secondary skills than bring other skills up to that level. Or if they can't live without the skill as it is, make it a primary skill for a new guild and let elemental mages be elemental mages instead of psionicists with a couple of elemental powers.
Reiha2006-10-17 16:04:57
QUOTE(Tiran @ Oct 17 2006, 06:52 AM) 343617

As it is, Psionics seems to be balanced as a primary guild skill rather than a secondary one. The fact that a mage can rely almost completely on psionics and ignore their primary skill is insane. My understanding was that secondary skills complement and work together with the primary one, not replace them. If dreamweaving were like that, we wouldn't need these 15+ power 20k willpower kills that only work if your target is afk. Even though it would probably provoke a lot of complaints, I'd rather see psionics brought in line with the rest of the secondary skills than bring other skills up to that level. Or if they can't live without the skill as it is, make it a primary skill for a new guild and let elemental mages be elemental mages instead of psionicists with a couple of elemental powers.

Leave my psionics alone, heathen.
Forren2006-10-17 16:06:48
There are a few changes I'd make to psionics, but I'd say it's pretty near balanced. It's so easy to run from heartburst, it's not even funny.
Unknown2006-10-17 16:36:37
Psionics are fine. They are better for PvP than Somethingmancy, but so Hexes are better for PvP than Wicca, for Somethingdancers. And comparing a psionic mage to a dreamweaving mage is like comparing a (more wiccans!) hexes Moondancer to a Healing Moondancer - the second one might have some clever succumb tactics (which translates to sleeping demesne effects, motes and what you have there), but is still at a significant disadvantage, because his third guildskill is NOT supposed to be primarily a PVP offensive skill. Healing = healing, Dreamweaving = spying.

Only Telekinesis with double (or even one) mantakaya daggers is too powerful on low-might people, because Focus Body time is too dependant on Discipline rank - I'd change that. But it's not the skill's fault - it's powerful, but not too powerful.
Tiran2006-10-17 17:17:24
It's not the fact that it's a PvP skill or that it's powerful that bothers me. It's the fact that it's the only secondary skill set in the game that you can use on it's own and still kill effectively. If I want to be a psionic mage, what's the point in training elementalism, its specializations, and illusions. You could trans psionics and leave the other two at inept, and have as much potential to be a serious and effective fighter as someone without psionics who's transed all their guild skills.

I don't see any other secondary skillset where you can come remotely close to that possibility. Yeah, hexes is a great PvP skill, but it doesn't kill on its own.
Simimi2006-10-17 18:07:39
QUOTE(Tiran)
I don't see any other secondary skillset where you can come remotely close to that possibility. Yeah, hexes is a great PvP skill, but it doesn't kill on its own.


Tarot is pretty nasty if you get the jump on someone, not sure if you can kill with JUST tarot and no other skills, but I also do not think you can really kill someone with JUST psionics and NO other skills. Maybe I am misunderstanding your post...

Yours,mimi