How Likely..

by Malarious

Back to Common Grounds.

Malarious2007-02-07 11:51:19
How likely is it for a new skill to be added?

Asking the envoys, former envoys, or people who know all about the envoys... and maybe any divine who care to answer?
Genevieve2007-02-07 11:52:06
Didn't we just have two or three skills added this past week alone?
Malarious2007-02-07 12:00:16
And what was the reason? Probably to try to help the nerfing Tracking ash taken.. however other skills that arent because something was shot into the ground... cant think of any examples without a Oh my god boo hiss whine cry response from SOMEONE.. although sarcasm means I might get those anyway.

But for say Sacraments... maybe this will work.. what are the chances of a new skill that would let you heal all your allies so longa s you were willing to pay a power cost, perform no aggressive actions, and take a mana drain or something.. (as a note.. thrown out there.. was a skill idea with balancing or something.. think honour or whatever the regen skill is.. but works on all and only one person need use it).
Genevieve2007-02-07 12:03:16
You can already puella your allies. If you're talking about a room full of them, that's what Healing is for.
Aiakon2007-02-07 12:47:41
QUOTE(Malarious @ Feb 7 2007, 11:51 AM) 381307
How likely is it for a new skill to be added?

Asking the envoys, former envoys, or people who know all about the envoys... and maybe any divine who care to answer?


I am neither an envoy nor a former envoy not someone who knows about envoys nor a God. However, I would have thought that the answer was moderately self-evident.

It depends on the nature of the suggested skill.

- If it is a good idea and makes sense, then presumably the envoys will debate it, the Gods will have a think about whether they like it or not, whether it's balanced, and whether it fits with Lusternia's concept as they see it.

- If it's a rubbish idea, it won't get anywhere.



Will that do as an explanation?
Laysus2007-02-08 01:23:22
If you have an idea for a new skill, put it forwards to your envoy. Simple as.
Malarious2007-02-08 02:28:41
Reasons are good enough for me. Simple question.. simple answer
Shorlen2007-02-08 15:47:01
If you look, crow recieved a new skill in the last report, and a new one a report or two ago. In general, new skills are be added when they 1) make complete sense for the skillset (regurgitate, decoy), 2) compensate for a nerf (clot), 3) are seen as needed for one reason or another (thornrend was added because druids really needed a second way of killing besides sap). Having a really good idea for a new skill is nice too, but there really should be a reason for it. Ask yourself, "Why is this skill beneficial or necessary to add?" "Is this skill balanced against similar skills with similar costs?" "Does this skill overpower one class of an archetype over other classes of that archetype?" "Does this skill overpower an optional skillset over other skillsets that are available to a class?" Adding a sacraments skill like the one you suggested off the top of your head would almost certainly not go through, as Sacraments is a perfectly powerful skillset as is, and Paladins/Celestines are considered quite powerful in their archetype. Now, if it was suggested for healing, a clearly underpowered skillset compared to hexes, tarot, and astrology, it would be far less likely to be vetoed, and more likely to have the other envoys suggest alterations to make the skill a balanced one.
Elostian2007-02-08 18:01:57
Nonsense, everyone knows Roark makes Lusternia's skill updates completely at random, hoping to overpower the guilds which have least members before nerving them completely and so balancing out the member score.
Unknown2007-02-09 17:17:06
QUOTE(Shorlen @ Feb 8 2007, 10:47 AM) 381638
If you look, crow recieved a new skill in the last report, and a new one a report or two ago. In general, new skills are be added when they 1) make complete sense for the skillset (regurgitate, decoy), 2) compensate for a nerf (clot), 3) are seen as needed for one reason or another (thornrend was added because druids really needed a second way of killing besides sap). Having a really good idea for a new skill is nice too, but there really should be a reason for it. Ask yourself, "Why is this skill beneficial or necessary to add?" "Is this skill balanced against similar skills with similar costs?" "Does this skill overpower one class of an archetype over other classes of that archetype?" "Does this skill overpower an optional skillset over other skillsets that are available to a class?" Adding a sacraments skill like the one you suggested off the top of your head would almost certainly not go through, as Sacraments is a perfectly powerful skillset as is, and Paladins/Celestines are considered quite powerful in their archetype. Now, if it was suggested for healing, a clearly underpowered skillset compared to hexes, tarot, and astrology, it would be far less likely to be vetoed, and more likely to have the other envoys suggest alterations to make the skill a balanced one.


You should really become a Paladin or Celestine and see for yourself about how good Sacraments really is. I can tell you this much, it isn't powerful like the other second skillsets in the game. People keep telling me they would rather have Serpent then Trueheal, so is it really worth to trans it? I dunno, but I can tell you that most of those skills focus more on the celestine aspect. Let's look at Necromancy since Celest vs Magnagora.

Necromancy has a nice combo of offensive and defensive skills, which both Knights and Guardians can use without much problems. Sacraments have mostly defense and only a couple of skills that help Knights.
Genevieve2007-02-09 20:56:26
We probably shouldn't get started on this. I will say though that I'm not sure how you can say it's not powerful when there's inquisition, judgement, and trueheal in Sacraments.