Gero2009-09-29 07:08:27
Guild: Celestines Status: Rejected Jul 2009
Problem: A long standing problem with Nihilism and Celestialism is that a pivotal part of your offense, your angel, cannot survive on the opposing cosmic plane. While this is semi-interesting role play, it essentially means that a Nihilist or Celestine is powerless by themselves on an opposing plane. During times of City vs City warfare this is frustrating because cosmic raids are the most common form of conflict, and you often have to rely on other players to do the real PvP-ing. In city vs forest warfare it is even more frustrating, since Wiccans can take their fae anywhere to defend or raid.
Solution #1: Make it so that angels and demons survive on opposing cosmic planes.
Solution #2: Make it so that they still explode, but only after 1-2 Lusternian days. At this point, a guardian with channels open could immediately bring them back when on balance. This would maintain a little bit of the role play ideas, but a cosmic guardian should be 'in tune' enough with the cosmic planes and cosmic magic to maintain their companion for at least a period of time.
Solution #3: Make a new skill in Celestialism and Nihilism which grants one of the above two solutions.
:Furies' Decision:
We do not agree with this.
The original reason for this was to keep people from being beckoned off nexus objects. Now that Nexus objects keep movement from happening by any means this is moot. I can't think of another reason why this shouldn't be allowed. Any other ent can go to any other plane without any problem.
Problem: A long standing problem with Nihilism and Celestialism is that a pivotal part of your offense, your angel, cannot survive on the opposing cosmic plane. While this is semi-interesting role play, it essentially means that a Nihilist or Celestine is powerless by themselves on an opposing plane. During times of City vs City warfare this is frustrating because cosmic raids are the most common form of conflict, and you often have to rely on other players to do the real PvP-ing. In city vs forest warfare it is even more frustrating, since Wiccans can take their fae anywhere to defend or raid.
Solution #1: Make it so that angels and demons survive on opposing cosmic planes.
Solution #2: Make it so that they still explode, but only after 1-2 Lusternian days. At this point, a guardian with channels open could immediately bring them back when on balance. This would maintain a little bit of the role play ideas, but a cosmic guardian should be 'in tune' enough with the cosmic planes and cosmic magic to maintain their companion for at least a period of time.
Solution #3: Make a new skill in Celestialism and Nihilism which grants one of the above two solutions.
:Furies' Decision:
We do not agree with this.
The original reason for this was to keep people from being beckoned off nexus objects. Now that Nexus objects keep movement from happening by any means this is moot. I can't think of another reason why this shouldn't be allowed. Any other ent can go to any other plane without any problem.
Unknown2009-09-29 07:19:47
Maybe as soon as fae explode on prime.
Celina2009-09-29 07:20:07
Uh, beckon hasn't summoned people off a nexus since way before July 2009. Pretty sure that wasn't their reason for rejecting it.
Though I thought that report should have gone through.
edit: Do not give them ideas, Shuyin!
Though I thought that report should have gone through.
edit: Do not give them ideas, Shuyin!
Esano2009-09-29 07:24:07
I think Gero means "the original reason for angels/demons exploding on Nil/Celestia was to stop people being beckoned of nexii" not "the reason this was rejected was .... "
Celina2009-09-29 07:29:50
QUOTE (Esano @ Sep 29 2009, 02:24 AM) <{POST_SNAPBACK}>
I think Gero means "the original reason for angels/demons exploding on Nil/Celestia was to stop people being beckoned of nexii" not "the reason this was rejected was .... "
Oh, I suppose that makes sense.
Daganev2009-09-29 15:23:19
QUOTE (Gero @ Sep 29 2009, 12:08 AM) <{POST_SNAPBACK}>
The original reason for this was to keep people from being beckoned off nexus objects. Now that Nexus objects keep movement from happening by any means this is moot. I can't think of another reason why this shouldn't be allowed. Any other ent can go to any other plane without any problem.
Are you sure? I always remember this being a RP issue.
Shiri2009-09-29 15:40:22
Yeah, that was never the reason, Gero is imagining things.
Xenthos2009-09-29 19:21:07
QUOTE (Shiri @ Sep 29 2009, 11:40 AM) <{POST_SNAPBACK}>
Yeah, that was never the reason, Gero is imagining things.
Otherwise angels and demons would explode on Prime, Ethereal, and Elemental as well. Wherever there might be a nexus...
Xavius2009-09-29 20:41:51
Angels and demons have exploded on the opposing planes since the first day of open beta. Summon issues were handled separately. It's kinda the way it is. You can argue fair or not, but to claim it's the workaround for some other issue is just straight wrong.
Eventru2009-09-29 21:33:29
QUOTE (Xavius @ Sep 29 2009, 04:41 PM) <{POST_SNAPBACK}>
Angels and demons have exploded on the opposing planes since the first day of open beta. Summon issues were handled separately. It's kinda the way it is. You can argue fair or not, but to claim it's the workaround for some other issue is just straight wrong.
Actually, you are wrong on your presumption - it was done about one month (well, 3 days shy of one month) after the beginning of Open Beta. Announce Post 61, actually!
Had to do with conflict in general, I believe, and not beckoning off nexuses.
Unknown2009-09-30 01:01:36
Put in a Consolation maybe?
ANGELIC/DEMONIC MARTYR? The energies of your fallen companion infuse you, granting you +##% Health, and +##% Damage/Equi Recovery speed?
ANGELIC/DEMONIC MARTYR? The energies of your fallen companion infuse you, granting you +##% Health, and +##% Damage/Equi Recovery speed?
Unknown2009-09-30 02:07:04
QUOTE (Kialkarkea @ Sep 29 2009, 09:01 PM) <{POST_SNAPBACK}>
Put in a Consolation maybe?
ANGELIC/DEMONIC MARTYR? The energies of your fallen companion infuse you, granting you +##% Health, and +##% Damage/Equi Recovery speed?
ANGELIC/DEMONIC MARTYR? The energies of your fallen companion infuse you, granting you +##% Health, and +##% Damage/Equi Recovery speed?
Charune2009-09-30 03:34:06
It does't have to do with nexus summoning, that's already handled.
Romero2009-09-30 09:14:40
QUOTE (Eventru @ Sep 29 2009, 05:33 PM) <{POST_SNAPBACK}>
Actually, you are wrong on your presumption - it was done about one month (well, 3 days shy of one month) after the beginning of Open Beta. Announce Post 61, actually!
Had to do with conflict in general, I believe, and not beckoning off nexuses.
Had to do with conflict in general, I believe, and not beckoning off nexuses.
If that is the case that it was changed so that you can't beckon, what is the harm in allowing it to be changed. Its a fun RP mechanic, sure. But if that is the case, why can fae who are already more powerful in terms of mana drain or offense/utility (nymphs order supermobs passive and you have three or so nymphs there?) go to any plane. I just don't even understand that at all.
Unknown2009-09-30 09:38:32
I agree that it's a little unfair that one archetype be punished for raiding their planar opposition, and would very much like to see the exploding angels/demons thing removed.
Having said that, if it's not going to be removed, perhaps it is fair that Wiccans lose their key fae (or even all of them) if they go to the Ethereal territory of their planar opposition. That is, Maiden/Mother/Crone fae are bound in shadows and led off if they enter Ethereal Glomdoring, and Barghest/Slaugh/Redcap are bathed in moonlight and freed to slink into the shadows if they enter Ethereal Serenwilde.
Having said that, if it's not going to be removed, perhaps it is fair that Wiccans lose their key fae (or even all of them) if they go to the Ethereal territory of their planar opposition. That is, Maiden/Mother/Crone fae are bound in shadows and led off if they enter Ethereal Glomdoring, and Barghest/Slaugh/Redcap are bathed in moonlight and freed to slink into the shadows if they enter Ethereal Serenwilde.
Zallafar2009-09-30 09:54:49
Symmetry = Boring
Unknown2009-09-30 10:16:30
QUOTE (Avaer @ Sep 30 2009, 05:38 PM) <{POST_SNAPBACK}>
I agree that it's a little unfair that one archetype be punished for raiding their planar opposition, and would very much like to see the exploding angels/demons thing removed.
Having said that, if it's not going to be removed, perhaps it is fair that Wiccans lose their key fae (or even all of them) if they go to the Ethereal territory of their planar opposition. That is, Maiden/Mother/Crone fae are bound in shadows and led off if they enter Ethereal Glomdoring, and Barghest/Slaugh/Redcap are bathed in moonlight and freed to slink into the shadows if they enter Ethereal Serenwilde.
Having said that, if it's not going to be removed, perhaps it is fair that Wiccans lose their key fae (or even all of them) if they go to the Ethereal territory of their planar opposition. That is, Maiden/Mother/Crone fae are bound in shadows and led off if they enter Ethereal Glomdoring, and Barghest/Slaugh/Redcap are bathed in moonlight and freed to slink into the shadows if they enter Ethereal Serenwilde.
I'd still go for not having angels and demons disappear on Nil and Cosmic respectively. We could try to add an ability in Celestialism and Nihilism that makes your companion strong enough to survive the opposing plane, like we have in Planar (survive in ethereal/elemental/cosmic/astral).
Daganev2009-09-30 15:21:09
QUOTE
ANNOUNCE NEWS #61
Date: 11/5/2004 at 1:32
From: Roark Libertas
To : Everyone
Subj: Planes
Planes are now more powerful. Elemental planes will resist attempts to
change a room's nature. So if you cannot meld with the plane's default
nature then you cannot meld on that plane. (IE-Geomancers only can meld
in Plane of Earth and ditto Aquamancers on Plane of Water.) Also, taking
a cosmic companion to a rival cosmic plane will cause them to explode
due to the foreign nature of the area. So demons in Celestia and angels
in Nil will not last very long.
Penned by my hand on the 22nd of Kiani, in the year 102 CE.
Date: 11/5/2004 at 1:32
From: Roark Libertas
To : Everyone
Subj: Planes
Planes are now more powerful. Elemental planes will resist attempts to
change a room's nature. So if you cannot meld with the plane's default
nature then you cannot meld on that plane. (IE-Geomancers only can meld
in Plane of Earth and ditto Aquamancers on Plane of Water.) Also, taking
a cosmic companion to a rival cosmic plane will cause them to explode
due to the foreign nature of the area. So demons in Celestia and angels
in Nil will not last very long.
Penned by my hand on the 22nd of Kiani, in the year 102 CE.
Sounds like just an RP thing... it's related to melds on earth/water.
If you want to make fae disappear on cosmic, then you can't kidnap them. But ehterglom and etherwilde are not seperate planes.
Unknown2009-10-02 18:52:00
QUOTE (Gero @ Sep 29 2009, 03:08 AM) <{POST_SNAPBACK}>
Guild: Celestines Status: Rejected Jul 2009
Problem: A long standing problem with Nihilism and Celestialism is that a pivotal part of your offense, your angel, cannot survive on the opposing cosmic plane. While this is semi-interesting role play, it essentially means that a Nihilist or Celestine is powerless by themselves on an opposing plane. During times of City vs City warfare this is frustrating because cosmic raids are the most common form of conflict, and you often have to rely on other players to do the real PvP-ing. In city vs forest warfare it is even more frustrating, since Wiccans can take their fae anywhere to defend or raid.
Solution #1: Make it so that angels and demons survive on opposing cosmic planes.
Solution #2: Make it so that they still explode, but only after 1-2 Lusternian days. At this point, a guardian with channels open could immediately bring them back when on balance. This would maintain a little bit of the role play ideas, but a cosmic guardian should be 'in tune' enough with the cosmic planes and cosmic magic to maintain their companion for at least a period of time.
Solution #3: Make a new skill in Celestialism and Nihilism which grants one of the above two solutions.
:Furies' Decision:
We do not agree with this.
The original reason for this was to keep people from being beckoned off nexus objects. Now that Nexus objects keep movement from happening by any means this is moot. I can't think of another reason why this shouldn't be allowed. Any other ent can go to any other plane without any problem.
Problem: A long standing problem with Nihilism and Celestialism is that a pivotal part of your offense, your angel, cannot survive on the opposing cosmic plane. While this is semi-interesting role play, it essentially means that a Nihilist or Celestine is powerless by themselves on an opposing plane. During times of City vs City warfare this is frustrating because cosmic raids are the most common form of conflict, and you often have to rely on other players to do the real PvP-ing. In city vs forest warfare it is even more frustrating, since Wiccans can take their fae anywhere to defend or raid.
Solution #1: Make it so that angels and demons survive on opposing cosmic planes.
Solution #2: Make it so that they still explode, but only after 1-2 Lusternian days. At this point, a guardian with channels open could immediately bring them back when on balance. This would maintain a little bit of the role play ideas, but a cosmic guardian should be 'in tune' enough with the cosmic planes and cosmic magic to maintain their companion for at least a period of time.
Solution #3: Make a new skill in Celestialism and Nihilism which grants one of the above two solutions.
:Furies' Decision:
We do not agree with this.
The original reason for this was to keep people from being beckoned off nexus objects. Now that Nexus objects keep movement from happening by any means this is moot. I can't think of another reason why this shouldn't be allowed. Any other ent can go to any other plane without any problem.
Hey, that was my last report. I logged in a few days ago just to see how it worked out.
Pretty sure it was just a silly RP reason, but who knows.
Razenth2009-10-02 19:22:28
Why don't you play anymore