Malarious2008-01-03 08:30:05
We dont do subforums for each guild...
But you can go ahead and post things you would like to see, added, removed, or changed.
In the following syntax
*Skillset:
*Skill:
*Problem:
*Solution:
Example (no its not in any way submitted or brought up in a real report)...
*Skillset: Nihilist
*Skill: new Tainted Ooze
*Problem: Nihilist hexists cant aeon and need it ot work effectively
*Solution: TaintedOoze would act like sap in that it would delay .5 seconds and have a cleanse cure.
And would it be fun if we did have that yay prone stacking (wonder how nasty that would be for us...)
NOTE: Skill Desc and messages are optional. You must mention power cost and any related drains outside the norm (if left blank admin tend to fill in maa cost.. if it should be 250 thats alot so you need note that).
But you can go ahead and post things you would like to see, added, removed, or changed.
In the following syntax
*Skillset:
*Skill:
*Problem:
*Solution:
Example (no its not in any way submitted or brought up in a real report)...
*Skillset: Nihilist
*Skill: new Tainted Ooze
*Problem: Nihilist hexists cant aeon and need it ot work effectively
*Solution: TaintedOoze would act like sap in that it would delay .5 seconds and have a cleanse cure.
And would it be fun if we did have that yay prone stacking (wonder how nasty that would be for us...)
NOTE: Skill Desc and messages are optional. You must mention power cost and any related drains outside the norm (if left blank admin tend to fill in maa cost.. if it should be 250 thats alot so you need note that).
Xenthos2008-01-03 08:32:44
Skillset: Envoys
Skill: Malarious
Problem: He knows.
Solution: Veto.
And I think I'm done with this joke at this point. It just hit saturation-level for me.
Skill: Malarious
Problem: He knows.
Solution: Veto.
And I think I'm done with this joke at this point. It just hit saturation-level for me.
Murphy2008-01-03 11:01:53
I hereby pre-veto everything written or thought in this thread or any other thought that this thread may spawn, and all suggestions in all other threads, minds, computers or anywhere else, past present or future in every real or imaginary, conceivable or unconceivable dimension.
Unknown2008-01-03 11:27:11
How about some arties?
WAND OF SMITING
Cost: 5 credits
Syntax: SMITE
Effect: Instantly kills the target if they're on the same plane as you. Body is destroyed, ignores Lich, DarkRebirth, Vitae and so on. The target doesn't get Avenger status/vengeance, but you DO get experience.
BROOCH OF SHIELDING
Cost: 1500 credits
Effect: You are immune to being targetted by Wands of Smiting.
WAND OF SMITING
Cost: 5 credits
Syntax: SMITE
Effect: Instantly kills the target if they're on the same plane as you. Body is destroyed, ignores Lich, DarkRebirth, Vitae and so on. The target doesn't get Avenger status/vengeance, but you DO get experience.
BROOCH OF SHIELDING
Cost: 1500 credits
Effect: You are immune to being targetted by Wands of Smiting.
Malarious2008-01-03 21:37:58
QUOTE(Cuber @ Jan 3 2008, 06:27 AM) 472463
How about some arties?
WAND OF SMITING
Cost: 5 credits
Syntax: SMITE
Effect: Instantly kills the target if they're on the same plane as you. Body is destroyed, ignores Lich, DarkRebirth, Vitae and so on. The target doesn't get Avenger status/vengeance, but you DO get experience.
BROOCH OF SHIELDING
Cost: 1500 credits
Effect: You are immune to being targetted by Wands of Smiting.
WAND OF SMITING
Cost: 5 credits
Syntax: SMITE
Effect: Instantly kills the target if they're on the same plane as you. Body is destroyed, ignores Lich, DarkRebirth, Vitae and so on. The target doesn't get Avenger status/vengeance, but you DO get experience.
BROOCH OF SHIELDING
Cost: 1500 credits
Effect: You are immune to being targetted by Wands of Smiting.
And so 95% of Lusternia fell to a novice
Noola2008-01-03 21:40:31
QUOTE(Malarious @ Jan 3 2008, 03:37 PM) 472589
And so 95% of Lusternia fell to a novice
It'd be the only way I'd ever win a fight!
Malarious2008-01-03 21:43:54
QUOTE(Noola @ Jan 3 2008, 04:40 PM) 472592
It'd be the only way I'd ever win a fight!
The clear issue is if you see someone zap you zap them.. but then someone else will zap you.. etc
But lets try to get back to serious
If you have a legitimate possible and feasible idea post it...
if its borderline OP.. go head and post it someone will nerf it down to usable
Malarious2008-01-04 00:57:16
Also post things you believe are still needed!
If you dont post on em you have to tell your envoy in char, or you cant complain if its not done (you can also PM us on it)
If you dont post on em you have to tell your envoy in char, or you cant complain if its not done (you can also PM us on it)
Eldanien2008-01-04 01:12:00
*Skillset: Kata
*Problem: Katas, being an unusual mechanism that doesn't work well with existing systems, causes disparities in potency between monks and other guilds. Some of these balance out to one degree or another, but the mechanic is unwieldy in general principal. Various faults include the inability to adapt to changing situations in combat (inability to stance or change body part targets on the fly), bypassing existing mechanisms for hindrance (aeon et al.) and just generally being geared for overwhelm-or-be-overwhelmed.
*Solution: Remove kata strings, so that the syntax becomes KATA PERFORM (TARGET) (FORM). There will be no strings of forms, hence no immediate autoattacking with the next queued form. Slightly increase the balance time of forms. Slightly increase the writhe time of monk grapples so as to mantain equal ulitity after balance times have been increased. This allows acromonks to make use of their acrobatics abilities in full (upon regaining balance), makes psymonks less hindered by kata being broken (a major weakness of psymonks), overall slows down monk offense so it's less overwhelm-or-be-overwhelmed, removes the 'aeon immunity' side effect, allows monks to change stances regularly, and probably several other aspects that I'm not remembering here.
*Problem: Katas, being an unusual mechanism that doesn't work well with existing systems, causes disparities in potency between monks and other guilds. Some of these balance out to one degree or another, but the mechanic is unwieldy in general principal. Various faults include the inability to adapt to changing situations in combat (inability to stance or change body part targets on the fly), bypassing existing mechanisms for hindrance (aeon et al.) and just generally being geared for overwhelm-or-be-overwhelmed.
*Solution: Remove kata strings, so that the syntax becomes KATA PERFORM (TARGET) (FORM). There will be no strings of forms, hence no immediate autoattacking with the next queued form. Slightly increase the balance time of forms. Slightly increase the writhe time of monk grapples so as to mantain equal ulitity after balance times have been increased. This allows acromonks to make use of their acrobatics abilities in full (upon regaining balance), makes psymonks less hindered by kata being broken (a major weakness of psymonks), overall slows down monk offense so it's less overwhelm-or-be-overwhelmed, removes the 'aeon immunity' side effect, allows monks to change stances regularly, and probably several other aspects that I'm not remembering here.
Daganev2008-01-04 01:17:45
*Skillset: Tae'dae Race
*Skill: Bearhug
*Problem: Tae'daes are too slow, so people easily run from them.
*Solution: make bearhug keep a person in a room, blocking all exits, and requiring the person to be entangled. Message: The cuddly fuzzy embrace of the enourmous Tae'dae makes leaving the room impossible.
---------------------------------
*Skillset: BONECRUSHER
*Skill: SPINNYTOP
*Problem: Lack of crowd control skills.
*Solution: AB BONECRUSHER SPINNYTOP: Twirling around like a top, you slam your bludgeon weapon into the gut of everybody in the room. 0 power 1000 endurance (ignores all forms of shields and parry and the like)
*Skill: Bearhug
*Problem: Tae'daes are too slow, so people easily run from them.
*Solution: make bearhug keep a person in a room, blocking all exits, and requiring the person to be entangled. Message: The cuddly fuzzy embrace of the enourmous Tae'dae makes leaving the room impossible.
---------------------------------
*Skillset: BONECRUSHER
*Skill: SPINNYTOP
*Problem: Lack of crowd control skills.
*Solution: AB BONECRUSHER SPINNYTOP: Twirling around like a top, you slam your bludgeon weapon into the gut of everybody in the room. 0 power 1000 endurance (ignores all forms of shields and parry and the like)
Eldanien2008-01-04 01:31:33
*Skillset: Acrobatics
*Skill: Hyperactive
*Problem: Not very impressive in the hands of a bard. Not enough usefulness to make Tarot bards worthwhile. Too impressive in the hands of a monk.
*Solution: Change to a passive def, gives level 1 balance speed and level 2 eq penalty, or level 1 eq speed and level 2 balance penalty. Syntax: HYPERACTIVE BODY or HYPERACTIVE MIND or HYPERACTIVE OFF.
*Skill: Hyperactive
*Problem: Not very impressive in the hands of a bard. Not enough usefulness to make Tarot bards worthwhile. Too impressive in the hands of a monk.
*Solution: Change to a passive def, gives level 1 balance speed and level 2 eq penalty, or level 1 eq speed and level 2 balance penalty. Syntax: HYPERACTIVE BODY or HYPERACTIVE MIND or HYPERACTIVE OFF.
Malarious2008-01-04 01:36:39
That is rather nice, and we are looking at hyperactive..
Exeryte2008-01-04 03:13:35
*Skillset: Forging
*Skill: Smelt
*Problem: Only all-metal designs are ever made, and the cool ones are neglected because they use something non-metal.
*Solution: Everything is saved during smelting!
*Skill: Smelt
*Problem: Only all-metal designs are ever made, and the cool ones are neglected because they use something non-metal.
*Solution: Everything is saved during smelting!
Rika2008-01-04 03:14:59
QUOTE(Exeryte @ Jan 4 2008, 04:13 PM) 472729
*Skillset: Forging
*Skill: Smelt
*Problem: Only all-metal designs are ever made, and the cool ones are neglected because they use something non-metal.
*Solution: Everything is saved during smelting!
*Skill: Smelt
*Problem: Only all-metal designs are ever made, and the cool ones are neglected because they use something non-metal.
*Solution: Everything is saved during smelting!
Yes please.
Ashteru2008-01-04 03:33:36
QUOTE(Exeryte @ Jan 4 2008, 04:13 AM) 472729
*Skillset: Forging
*Skill: Smelt
*Problem: Only all-metal designs are ever made, and the cool ones are neglected because they use something non-metal.
*Solution: Everything is saved during smelting!
*Skill: Smelt
*Problem: Only all-metal designs are ever made, and the cool ones are neglected because they use something non-metal.
*Solution: Everything is saved during smelting!
Oh god yes. I want to make some awesome designs and be able to use them.
Malarious2008-01-04 04:42:20
I will look into it, but I make no promises.. Maybe you just undo the other comms then smelt
Cause your no longer wasteful.
Cause your no longer wasteful.
Unknown2008-01-04 04:52:10
QUOTE(Eldanien @ Jan 3 2008, 07:31 PM) 472672
*Skillset: Acrobatics
*Skill: Hyperactive
*Problem: Not very impressive in the hands of a bard. Not enough usefulness to make Tarot bards worthwhile. Too impressive in the hands of a monk.
*Solution: Change to a passive def, gives level 1 balance speed and level 2 eq penalty, or level 1 eq speed and level 2 balance penalty. Syntax: HYPERACTIVE BODY or HYPERACTIVE MIND or HYPERACTIVE OFF.
*Skill: Hyperactive
*Problem: Not very impressive in the hands of a bard. Not enough usefulness to make Tarot bards worthwhile. Too impressive in the hands of a monk.
*Solution: Change to a passive def, gives level 1 balance speed and level 2 eq penalty, or level 1 eq speed and level 2 balance penalty. Syntax: HYPERACTIVE BODY or HYPERACTIVE MIND or HYPERACTIVE OFF.
Do you really want bards with level 5 eq bonus for glamours?
Unknown2008-01-04 04:57:33
*Skillset: Races
*Skill: Mugwump
*Problem: Level 3 eq bonus is too extreme, and is the cause for the nerfing of numerous skills.
*Solution: Would make a lot more sense to just nerf the race that makes the aforementioned numerous skills OP. And we'd see more non-mugwump races. And Krellan would get mad. No downsides to this change whatsoever.
*Skill: Mugwump
*Problem: Level 3 eq bonus is too extreme, and is the cause for the nerfing of numerous skills.
*Solution: Would make a lot more sense to just nerf the race that makes the aforementioned numerous skills OP. And we'd see more non-mugwump races. And Krellan would get mad. No downsides to this change whatsoever.
Eldanien2008-01-04 05:48:36
@Biance: Level 4, actually (3+1, -2 to the other). Though as I understand it, one can't get faster than level 3 speed boost. True, false? If this is true, then Mugwumps and Faelings wouldn't gain from Hyperactive Mind/Body like others would. Consider it a downside of having naturally high speed to begin with, an opportunity cost of having super fast speed normally. They could still select the other if it tickles their fancy, and wind up with a +1/+1 speed boost instead of a +3/0. I'm sure Faeling bards would enjoy the level 1 eq boost/level 2 balance penalty in many situations. If Mugwumps wind up gaining no especial benefit from this... what have they lost? Well, they no longer have a 10p short-lived half-balance effect. Somehow, I doubt they'd cry over that.
The same would apply to faeling monk acrobats, I would think. They're the real losers with this proposed change, because they lose the OMGPOTENCY of Hyperactive, while gaining... +eq for influencing! Though on that note, I'm hoping Psymet gets beefed up so that Faelings would naturally gravitate there. Psionics, based on ego, based on Charisma, and we have a super fast balance race with lots of charisma... this should be made to work out somehow, IMO.
If I'm incorrect in my understanding of speed boost limits, then perhaps some other change is necessary. Simply put, I don't think monks should have Hyperactive in its current incarnation, and it's not exactly an interesting trans skill as far as bards are concerned.
edit: Changed who I was talking to. Crazy how you associate certain characters with certain forum names so strongly, they interpose in the mind.
The same would apply to faeling monk acrobats, I would think. They're the real losers with this proposed change, because they lose the OMGPOTENCY of Hyperactive, while gaining... +eq for influencing! Though on that note, I'm hoping Psymet gets beefed up so that Faelings would naturally gravitate there. Psionics, based on ego, based on Charisma, and we have a super fast balance race with lots of charisma... this should be made to work out somehow, IMO.
If I'm incorrect in my understanding of speed boost limits, then perhaps some other change is necessary. Simply put, I don't think monks should have Hyperactive in its current incarnation, and it's not exactly an interesting trans skill as far as bards are concerned.
edit: Changed who I was talking to. Crazy how you associate certain characters with certain forum names so strongly, they interpose in the mind.
Callia2008-01-04 06:01:18
I see nothing wrong with the Kata's... they are a very interesting mechanic, and just take a bit more to learn to use then people are used to. Competent fighters have had no problem dealing with them, and breaking katas while annoying, is not the end all be all of losing a fight as a monk, it just makes it a little more annoying to win one when it keeps getting broken.