Geb2005-10-07 16:14:08
QUOTE(Thorgal @ Oct 7 2005, 04:42 PM)
You've never used tarot or hexes, but I can tell you there are people that will never die to Soulless in any situation or manner. While hexes makes for easier sacrifices, team assistance, damage kills and wracks, than Tarot can ever do.
200722
What does me never using Hexes or Tarot have to do with the argument at hand? Also the use of combat abilities in group fights can always change the dynamics of how those abilities interact, but combat does not seem to be balanced for groups. That being the case, I am going by what can be done with them by a single Nihilist.
In my opinion, a person with a certain level of healing will find hexes easier to deal with. The size of the person does not come into play either, since the size of a person does not effect how fast or slow the person can cure the afflictions hexes gives. So, a person with focus mind has the potential to place hexes in the dangerous but easily manageable category.
From what I can see in your argument, one main reason you give for Tarot not being as good offensively is that people with very small sizes can always tumble out quickly. I put forth the counter argument that more combatants have focus mind than size 3 to 1. Since that is my argument, I believe more combatants have the potential to quickly escape a Hex-lock than they do a balance loss stacked soulless fling.
*Ok, enough of my hi-jack of this thread. I will just go with the always-good final response of, "We will just have to agree to disagree."
Narsrim2005-10-07 17:56:38
I'm going to agree with Geb. I don't see how a Nihilist with Hexes actually kills a target who has focus mind and can cure decently. Hexes requires continual power usage to keep someone tied down and as a result, options like wrack and and sacrifice are out. I would assume you could try cosmic fire with sensitivity in a hex lock, but all someone would have to do is focus mind twice to break it...
With tarot, however, there are some neat combinations out there like using ectoplasm, off-balance afflictions, and crucify... and immediately follow up with soulless.
With tarot, however, there are some neat combinations out there like using ectoplasm, off-balance afflictions, and crucify... and immediately follow up with soulless.
Corr2005-10-07 18:31:04
QUOTE(Narsrim @ Oct 6 2005, 09:16 PM)
And Corr,
I think your summary is a bit bias and frankly you don't know what you are talking about. For examples, spores already do not take groups.
I think your summary is a bit bias and frankly you don't know what you are talking about. For examples, spores already do not take groups.
200197
Whats wrong with my summary?
I was trying to pull the past 14 pages of posts together for the relevant information.
Xenthos2005-10-11 00:15:02
Due to recent complaints... both beckon and wisp involve walking, so make them stopped by anything that stops walking- if every exit on one end or the other is walled/doored, they can't really move, nor can they follow it while paralyzed or webbed or with a pair of broken legs.
There, all better.
Edit: You'd have to make sitting not stop it though... or have the skill try to force them to stand up first.
There, all better.
Edit: You'd have to make sitting not stop it though... or have the skill try to force them to stand up first.
Narsrim2005-10-11 00:22:48
QUOTE(Xenthos @ Oct 10 2005, 08:15 PM)
Due to recent complaints... both beckon and wisp involve walking, so make them stopped by anything that stops walking- if every exit on one end or the other is walled/doored, they can't really move, nor can they follow it while paralyzed or webbed or with a pair of broken legs.
There, all better.Â
Edit: You'd have to make sitting not stop it though... or have the skill try to force them to stand up first.
There, all better.Â
Edit: You'd have to make sitting not stop it though... or have the skill try to force them to stand up first.
203237
I shouldn't be able to be summoned by tainted soil then if I'm flying in a geomancer demesne.
Geb2005-10-11 01:11:17
QUOTE(Narsrim @ Oct 11 2005, 01:22 AM)
I shouldn't be able to be summoned by tainted soil then if I'm flying in a geomancer demesne.
203240
That seems fine to me. From what I remember, their demesne is supposed to knock an enemy from the sky anyhow. I do know the aqua-demesne does that with the Typhoon effect.
Unknown2005-10-11 02:00:08
QUOTE(geb @ Oct 10 2005, 08:11 PM)
That seems fine to me. From what I remember, their demesne is supposed to knock an enemy from the sky anyhow. I do know the aqua-demesne does that with the Typhoon effect.
203262
Only if stonerain is up, which it generally isn't.
Xenthos2005-10-11 02:07:38
QUOTE(Nine Breaker @ Oct 10 2005, 10:00 PM)
Only if stonerain is up, which it generally isn't.
203308
It does make sense though. Put up an effect to pull 'em down (though it also rubbles everything, right? I seem to see that quite often when I'm wandering around your active demesnes), or don't summon. As long as you can't forcecast from the air, it doesn't make a huge difference.
Same with the water summon, I'd imagine.
Unknown2005-10-16 01:33:36
QUOTE
On a lighter note, we have been considering many summoning and magical
movement skills recently, and are in the process of making a number of
changes to them. These are some of the more specific changes I can tell
you about, there will be more soon:
- Nature Flow now only works from the same kind of forest to the same
kind - ie. you cannot flow from infested forest to pure forest, or vice
versa.
- Wicca Wisp now has the same restriction, someone can only be wisped
from the same type of forest to the same type.
- You must now stay in the room until a Moon Beam is completed in order
for it to work and move you.
- Nihilism/Celestialism Beckon now will not beckon through walls or any
other such nonsense, it should act, as it suggests, as if the person
being beckoned was simply walking from one room to the other.
- Coven Conclave is now also stopped by movement, and furthermore will
not be able to bring someone back to the Coven if they are in a
distorted area to which they are an enemy.
- Snorting Wiccan Mushrooms is now delayed, you must snort them and then
wait a few seconds before you are moved to wherever it is that they lead
to.
movement skills recently, and are in the process of making a number of
changes to them. These are some of the more specific changes I can tell
you about, there will be more soon:
- Nature Flow now only works from the same kind of forest to the same
kind - ie. you cannot flow from infested forest to pure forest, or vice
versa.
- Wicca Wisp now has the same restriction, someone can only be wisped
from the same type of forest to the same type.
- You must now stay in the room until a Moon Beam is completed in order
for it to work and move you.
- Nihilism/Celestialism Beckon now will not beckon through walls or any
other such nonsense, it should act, as it suggests, as if the person
being beckoned was simply walking from one room to the other.
- Coven Conclave is now also stopped by movement, and furthermore will
not be able to bring someone back to the Coven if they are in a
distorted area to which they are an enemy.
- Snorting Wiccan Mushrooms is now delayed, you must snort them and then
wait a few seconds before you are moved to wherever it is that they lead
to.
Daevos2005-10-16 01:41:22
I wonder what the point of announcing those wisp/flow changes was, since nothing really would be changed. Even though both of those skills do actually need some balancing. Other than that though, all the planned changes are great.
QUOTE
ANNOUNCE NEWS #316
Date: 6/16/2005 at 23:51
From: Hajamin, the Golden Lord
To : Everyone
Subj: Changes from the forums
This is just the first batch, a few more changes will come.
1. Shrine powers will no longer work in a village that is in play.
2. If you die in a village that is in play, you will conglutinate just
as if you had died in your home city.
3. Laetitia now has a "balance" to it. This means once it is cast upon
you, there is a delay before another one will effect you.
4. CONFIG LOYALSAYS has been added for those level 30 and
higher. If it is off you will no longer hear the cries for help on city
and guild channels.
5. Serpent will disappear on movement, this was actually a bug.
6. Flow and Willowisp will only work in your type of forest. That means
tainted forests for Glomdoring and natural forests for Serenwilde.
Date: 6/16/2005 at 23:51
From: Hajamin, the Golden Lord
To : Everyone
Subj: Changes from the forums
This is just the first batch, a few more changes will come.
1. Shrine powers will no longer work in a village that is in play.
2. If you die in a village that is in play, you will conglutinate just
as if you had died in your home city.
3. Laetitia now has a "balance" to it. This means once it is cast upon
you, there is a delay before another one will effect you.
4. CONFIG LOYALSAYS has been added for those level 30 and
higher. If it is off you will no longer hear the cries for help on city
and guild channels.
5. Serpent will disappear on movement, this was actually a bug.
6. Flow and Willowisp will only work in your type of forest. That means
tainted forests for Glomdoring and natural forests for Serenwilde.
QUOTE
ANNOUNCE NEWS #344
Date: 7/24/2005 at 0:58
From: Roark Libertas
To : Everyone
Subj: Stuff
Minor changes... Lesson texts for telepathy are in, and willowisp will
now (correctly) fail to summon if your target does not stand in the same
type of forest your magics require to function in, meaning tainted
forest for Glomdoring and non-tainted forest for Serenwilde.
Date: 7/24/2005 at 0:58
From: Roark Libertas
To : Everyone
Subj: Stuff
Minor changes... Lesson texts for telepathy are in, and willowisp will
now (correctly) fail to summon if your target does not stand in the same
type of forest your magics require to function in, meaning tainted
forest for Glomdoring and non-tainted forest for Serenwilde.
Narsrim2005-10-16 01:50:19
I imagine bug fixes. I know there were a few problems, and this most likely was reminder that it now correctly functions as should.
Ethelon2005-10-16 02:03:00
These changes are good and needed, but they still did not address the wisp/flow people have problems with.
Ixion2005-10-16 02:03:06
QUOTE(Alger @ Oct 5 2005, 01:06 AM)
flow - restricted to area only or more execution restrictions so that its not such an easy escape.
Moonbeam - 800 willpower cost.
Unite - keep the willpower cost and the balance requirement, lose the powercost and the equi cost.
Seek - keep willpower cost and balance requirement, no eq cost
Track - no eq cost, no smelly requirement.
Beckon - cost eq on fail, let obstructions block it.
Wisp - kill the ability and give the druids demesne summon.
Demesne Summon - blocked by monolith
tackle barge crush - change resistance to be more dependant on size etc as opposed to summoning resistance.
Everything else I think is fine.
Moonbeam - 800 willpower cost.
Unite - keep the willpower cost and the balance requirement, lose the powercost and the equi cost.
Seek - keep willpower cost and balance requirement, no eq cost
Track - no eq cost, no smelly requirement.
Beckon - cost eq on fail, let obstructions block it.
Wisp - kill the ability and give the druids demesne summon.
Demesne Summon - blocked by monolith
tackle barge crush - change resistance to be more dependant on size etc as opposed to summoning resistance.
Everything else I think is fine.
199001
Agreed. Fine idea, there.
Narsrim2005-10-16 02:09:50
You wish.
Geb2005-10-16 03:43:18
Unite - keep the willpower cost and the balance requirement, lose the powercost and the equi cost.
quoted from Alger.
I disagree with that request. I feel unite should maintain its power cost.
quoted from Alger.
I disagree with that request. I feel unite should maintain its power cost.
Sekreh2005-10-16 04:20:29
nerf sporez!
Ancient dreams have come true...
Ancient dreams have come true...
Narsrim2005-10-16 05:32:35
QUOTE(Sekreh @ Oct 16 2005, 12:20 AM)
nerf sporez!
Ancient dreams have come true...Â
Ancient dreams have come true...Â
206250
If only you had a clue. What appears to be a nerf may very well just something so minor it will like never matter
Alger2005-10-16 05:38:37
nah Geb its 1.2k willpower per unite. Thats a much heftier cost compared to power since I can get power easy but my willpower will only regen so much. After having to use unite a lot I usually have to sit out for about half an hour just to regain willpower.
Basically its 13 or so unites for me then meditate for 30 mins in a high regen room. My opinion thats bigger than 2 power per unite... 13 unites = 13% reserves. Of course I think its too much to have both costs on it.
Basically its 13 or so unites for me then meditate for 30 mins in a high regen room. My opinion thats bigger than 2 power per unite... 13 unites = 13% reserves. Of course I think its too much to have both costs on it.
Unknown2005-10-16 05:40:51
13 unites = 10 power, 8 and one half % reserves, actually.
PWNED.
PWNED.
Geb2005-10-16 07:00:52
QUOTE(Alger @ Oct 16 2005, 06:38 AM)
nah Geb its 1.2k willpower per unite. Thats a much heftier cost compared to power since I can get power easy but my willpower will only regen so much. After having to use unite a lot I usually have to sit out for about half an hour just to regain willpower.
Basically its 13 or so unites for me then meditate for 30 mins in a high regen room. My opinion thats bigger than 2 power per unite... 13 unites = 13% reserves. Of course I think its too much to have both costs on it.
Basically its 13 or so unites for me then meditate for 30 mins in a high regen room. My opinion thats bigger than 2 power per unite... 13 unites = 13% reserves. Of course I think its too much to have both costs on it.
206286
I suggest you ask that the willpower cost be reduced and the power cost remain.