Shorlen2005-10-05 07:26:07
QUOTE(Wesmin @ Oct 5 2005, 03:17 AM)
Moonbeam DOES cancel if your target moves. *pokes the High Wisdom, who should know these things*
INSTANTLY cancel? it really doesn't matter anyway, whenever they move it waits till the end of the normal counter and then "the moonbeam dissapears" moonbeam is fine(which can be bad for the caster as well), seeing as you wait till the end and you waste time waiting for it), just with this next change --> it shouldn't work across manses, the best/easyest way I see of solving that problem would be to make all manses a differant local zone, which would help with Moonbeam, and some tracking skills as well.
INSTANTLY cancel? it really doesn't matter anyway, whenever they move it waits till the end of the normal counter and then "the moonbeam dissapears" moonbeam is fine(which can be bad for the caster as well), seeing as you wait till the end and you waste time waiting for it), just with this next change --> it shouldn't work across manses, the best/easyest way I see of solving that problem would be to make all manses a differant local zone, which would help with Moonbeam, and some tracking skills as well.
199073
It doesn't cancel if they move, it fails if they aren't in a room that you have tried to beam to when the last beam you started finishes. So, they move, you beam again. They move, you beam again. When they run out of rooms to run to, you beam to them no matter what, because there's a 'moonbeam' object targetting every room. At least, I'm nearly certain it works this way.
Nokraenom2005-10-05 07:26:55
QUOTE(Ye of Little Faith @ Oct 5 2005, 01:12 AM)
Pathfind allows ents, too. so, find your local tracker and hitch a ride. Or just use the Catacombs like we use the Etherwilde.  The Etherwilde Rift Depot, please pick your poison..
199069
Yes, let me go to Ethergora and..., wait, that's right...
The Catacombs aren't particularly useful for that sort of thing because it is so accessible by everyone. Now before you go and start in about how the Ur'Guard attack anyone they find there, remember that there is no game mechanic that places the Catacombs in favor of Magnagora. Further, I don't think the Ur'Guard would be particularly receptive to having rifts in our villages and soforth into a place they consider sacred. Call me crazy on that one.
Thorgal2005-10-05 07:31:46
QUOTE(Sylphas @ Oct 5 2005, 09:10 AM)
Really though, it's always been that cities have the advantage in finding people, and communes have the advantage in getting to them.
199065
And being able to scry someone is ever so helpful in killing them, not to mention you can just get window enchantments for the same, we've absolutely no advantage in this aspect. Commune village defence is far superior to city village defence, which it really shouldn't be, they should be equal.
Via and Flow need to be balanced towards eachother, either have Via work intercontinental barring enemy territory, or have Flow work only in natural forest.
Daevos2005-10-05 07:38:14
As far as teleportation skills go, Flow is the greatest imbalance in the game. For several reasons, which I will list now:
1. It only has one restriction, which is that both locations must be forested. But in this world of demesnes, forests are not static. It is possible for forests to be created any where, thus severely negating that one restriction. Not even monoliths stop it.
2. It has no cost at all, and can be done even while prone or entangled.
3. It is instantanteous, allowing for easy escape as well as ambushes.
4. Despite all of it's power it is learned as a novice ability in Nature.
I personally believe that it should be made area only or given further restrictions.
On summons, it has been my opinion from the very beginning that instant summoning skills shouldn't exist in this world where there are no consistent counters such as mass available to everyone. If such counter was implemented, it would balance the skills, but otherwise there needs to be a delay of some kind on all of them.
1. It only has one restriction, which is that both locations must be forested. But in this world of demesnes, forests are not static. It is possible for forests to be created any where, thus severely negating that one restriction. Not even monoliths stop it.
2. It has no cost at all, and can be done even while prone or entangled.
3. It is instantanteous, allowing for easy escape as well as ambushes.
4. Despite all of it's power it is learned as a novice ability in Nature.
I personally believe that it should be made area only or given further restrictions.
On summons, it has been my opinion from the very beginning that instant summoning skills shouldn't exist in this world where there are no consistent counters such as mass available to everyone. If such counter was implemented, it would balance the skills, but otherwise there needs to be a delay of some kind on all of them.
Unknown2005-10-05 07:39:39
QUOTE(Nokraenom @ Oct 5 2005, 02:58 AM)
I disagree about the existence of pathways negating the possibility of having intra-plane Gateweaving. Pathways are meant for only Hunters and Ecologists. Rifts can be used by anyone with that level of skill in Planar. On Prime, that would be anyone.
Pathways would still remain more tactically useful for Trackers/Ecologists since they are the only ones who can use them, create them, and destroy them, the latter two being the sole province of the Communes. Cities should be able to have -some- sort of equivalent.
Pathways would still remain more tactically useful for Trackers/Ecologists since they are the only ones who can use them, create them, and destroy them, the latter two being the sole province of the Communes. Cities should be able to have -some- sort of equivalent.
199059
Rifts are fine the way they are, the communes have theirs.. and the Cities most allined with a commune use them as well. though I don't count rifts as 'mystical travel', and thus this is a bit off topic, that's more "normal planar travel"
Shorlen2005-10-05 07:46:11
QUOTE(Daevos @ Oct 5 2005, 03:38 AM)
On summons, it has been my opinion from the very beginning that instant summoning skills shouldn't exist in this world where there are no consistent counters such as mass available to everyone. If such counter was implemented, it would balance the skills, but otherwise there needs to be a delay of some kind on all of them.
199085
I think the idea for Wisp is that the delay comes ahead of time, when summoning the wisp, which has a long delay. Wisp is as instant as demesne summon - there is no warning for it.
Shorlen2005-10-05 07:48:25
QUOTE(Wesmin @ Oct 5 2005, 03:39 AM)
Rifts are fine the way they are, the communes have theirs.. and the Cities most allined with a commune use them as well. though I don't count rifts as 'mystical travel', and thus this is a bit off topic, that's more "normal planar travel"
199086
Cities have paintings, we have rifts. Where is the imbalance?
Unknown2005-10-05 07:52:25
Changing flow so it doesn't carry entourages is a good idea. Changing flow so its local area/restricted/natural forest/useable only on the 13th day of every month is wishful thinking.
Shiri2005-10-05 07:53:50
QUOTE(Avaer @ Oct 5 2005, 08:52 AM)
Changing flow so it doesn't carry entourages is a good idea.
199093
Player entourages. This part is important.
Unknown2005-10-05 07:55:13
Aye, that's what I meant. Would be kind of silly otherwise, since both Druid/Wiccan classes use a few ents.
And I'd like to see a rituals-equivalent of Imperian pilgrimage, instead of making via into some bizarre urban-flow. Add a new ability that allows a ritual user to set up a ritual in their room so any other ritual user can get to them instantly.
And I'd like to see a rituals-equivalent of Imperian pilgrimage, instead of making via into some bizarre urban-flow. Add a new ability that allows a ritual user to set up a ritual in their room so any other ritual user can get to them instantly.
Thorgal2005-10-05 08:00:17
Sure, have Flow lose player entourage, but Via work on all non-enemy urban grounds. Even then Via is still inferior, but you lose the monopoly on instant village defence.
edit: Your suggestion is useless Elryn, since that won't allow us to track to a raider, unlike Flow.
The point is to be able to reach a raider without him or her being able to stop it, except move off urban ground, just like the only way to stop Flow is to move off forest.
edit: Your suggestion is useless Elryn, since that won't allow us to track to a raider, unlike Flow.
The point is to be able to reach a raider without him or her being able to stop it, except move off urban ground, just like the only way to stop Flow is to move off forest.
Unknown2005-10-05 08:08:55
No, Thorgal. That's -your- point.
Shorlen2005-10-05 08:10:25
QUOTE(Thorgal @ Oct 5 2005, 04:00 AM)
Sure, have Flow lose player entourage, but Via work on all non-enemy urban grounds. Even then Via is still inferior, but you lose the monopoly on instant village defence.
edit: Your suggestion is useless Elryn, since that won't allow us to track to a raider, unlike Flow.
The point is to be able to reach a raider without him or herbeing able to stop it, except move off urban ground, just like the only way to stop Flow is to move off forest.
edit: Your suggestion is useless Elryn, since that won't allow us to track to a raider, unlike Flow.
The point is to be able to reach a raider without him or herbeing able to stop it, except move off urban ground, just like the only way to stop Flow is to move off forest.
199097
So foresting should make the ground not urban Dunno, just don't like litterally unstoppable summon/teleport for anything be convienience. Even flow has A counter, even if not doable by everyone. Maybe Via only works outdoors?
Thorgal2005-10-05 08:11:02
Yes, that's my point Elryn, how witty. I'm sure you rather be able to instantly teleport yourself to raiders without a counter, while cities remain unable to, but that's called imbalance.
Unknown2005-10-05 08:11:11
I like Flow the way it is, even though I've really not tried a commune before. Nerfing it in some of the ways suggested would just make it rather pointless in my eyes.
As for other transporation stuff, I don't know about Geomancer demesnes but how about an upgrade to Travel in Aquamancy? Maybe halving the power cost or dropping it entirely. Druids basically get the same skill for free, they don't have to declare for it (do they?) and it's not limited to their demesne. Oh, and wiccans can do it too. Talk about overpowered.
Um... just a random thought, anyway, and almost makes it easier for a mage to get around in their demesne. Perhaps even the declare aspect could be dropped when trying to travel to someone, too. As it stands, Travel is relatively pointless, I think - no point in using instead of demesne summon. Anyway, I'm going to bed now before I get a headache reading all this stuff.
As for other transporation stuff, I don't know about Geomancer demesnes but how about an upgrade to Travel in Aquamancy? Maybe halving the power cost or dropping it entirely. Druids basically get the same skill for free, they don't have to declare for it (do they?) and it's not limited to their demesne. Oh, and wiccans can do it too. Talk about overpowered.
Um... just a random thought, anyway, and almost makes it easier for a mage to get around in their demesne. Perhaps even the declare aspect could be dropped when trying to travel to someone, too. As it stands, Travel is relatively pointless, I think - no point in using instead of demesne summon. Anyway, I'm going to bed now before I get a headache reading all this stuff.
Sylphas2005-10-05 08:13:54
Flow doable while prone, etc, is rather much. I managed to escape Amaru with ease, aeoned, asleep, and paralyzed. Wake, wait, who, wait, flow to Mother.
Unknown2005-10-05 08:20:47
QUOTE(Thorgal @ Oct 5 2005, 08:11 AM)
Yes, that's my point Elryn, how witty. I'm sure you rather be able to instantly teleport yourself to raiders without a counter, while cities remain unable to, but that's called imbalance.
199104
Differences are not necessarily imbalances.
Remember, there is a counter. Destroy the forest.
I'm not going any further with the "omg, nerf flow" discussion on Estarra's thread. It's been talked about plenty of times before, with a consensus already reached.
Alger2005-10-05 08:26:54
I say via shouldnt be made on par with flow but rather restrict flow to the point where it is not too much of a defensive advantage (in terms of both teritorial defense and unstoppable escape method.)
As for the proposed destroy the forest method to stop flow. Id agree with that if we all could destroy a demesne at will. Of course, even though I'd like that very much, amongst all the ideas here thats the most unlikely one to actualize.
As for the proposed destroy the forest method to stop flow. Id agree with that if we all could destroy a demesne at will. Of course, even though I'd like that very much, amongst all the ideas here thats the most unlikely one to actualize.
Thorgal2005-10-05 08:30:39
QUOTE(Avaer @ Oct 5 2005, 10:20 AM)
I'm not going any further with the "omg, nerf flow" discussion on Estarra's thread.
199109
Then don't, point remains however, that Flow is far superior to Via, causing a massive gap between commune defence and city defence, no one can dispute this gap, and said gap should be closed. You seem to think you deserve this advantage only because you're a forestal.
Unknown2005-10-05 08:33:10
Ok, flow has a eq cost after it's over with, so if Alger is running around faethorn, and it's all hartstone-forested and I keep flowing to him alow I will NEVER EVER EVER catch up to him. Having it so that players can't follow us, that in and of itself completely changes the playing field, as serenguard would never have quick access to villages, and they are our useal -needed- warriors, ya know seeing as they are 'warriors' ...ok bad joke.
I could live with that, but it would hurt Serenguard more then hartstone/moondance, which are the guilds you seem to be targeting for a nerf.
Edit: EVERYONE aggrees that via needs a boost, only certain people thing that flow should be nerfed, how about we boost via, and not nerf flow into, at least complete uselessness?
I could live with that, but it would hurt Serenguard more then hartstone/moondance, which are the guilds you seem to be targeting for a nerf.
Edit: EVERYONE aggrees that via needs a boost, only certain people thing that flow should be nerfed, how about we boost via, and not nerf flow into, at least complete uselessness?