Changes

by Malarious

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Malarious2007-03-23 11:26:38
Recently I noticed something, what I see one way can be horridly different for another guild. For example.. soulless can dodge certain pits.. almost entirely. To me I don't care, trackers do.

Here is my open invitation.. I don't know about the other envoys but I will be checking up on things here.

What needs changing, tweaking, and adding?

Here are the rules:
1) This is not a they are soo powerful *whine cry* or as its been called *point narsrim* thread. Yes some people make use of skills better than others. Yes some skills -are- better than others.

2) Do not insult others, all debates on things -must- have an @person or quoting line in it. If it gets personal I will ask the topic be locked, and I dont want to do that if it can help others.

3) I do not guarantee these will be envoyed, the idea is to look at new things and see what other complaints are. While each guild has an envoy the same guild can have different isssues based on tertiary skills and speciliazations.

4) There are things we can miss... if you have something this is a good place to note it.

5) I will actually be taking a semi backseat here.. if something is arguable I will let others comment and say something only if it hasnt been brought up.

If there are alot of replies to this topic I will create a new one.

Have fun and play nice!
Unknown2007-03-23 11:34:18
Since my Envoy seems to be incognito for the time being, I'd like to request a couple things for Stag:

1. I want to be able to heal deep wounds while off arm balance, the way I can heal health off arm balance (which was itself an Envoy change not too long ago). The Hartstone can do this already because they do not use arm balance, but a one-hander Serenguard with Stag cannot.

2. Stagstomp is kinda useless to a Serenguard. If this could also be done without arm balance, it could become a useful combination, though it may be too powerful then, I suppose. As it requires a target to be prone and only breaks a limb or two (with a chance to disrupt equilibrium, if I recall correctly), it's not like it would be godly.
Ixion2007-03-23 11:43:33
QUOTE(Zarquan @ Mar 23 2007, 06:34 AM) 392695
Since my Envoy seems to be incognito for the time being, I'd like to request a couple things for Stag:

1. I want to be able to heal deep wounds while off arm balance, the way I can heal health off arm balance (which was itself an Envoy change not too long ago). The Hartstone can do this already because they do not use arm balance, but a one-hander Serenguard with Stag cannot.

2. Stagstomp is kinda useless to a Serenguard. If this could also be done without arm balance, it could become a useful combination, though it may be too powerful then, I suppose. As it requires a target to be prone and only breaks a limb or two (with a chance to disrupt equilibrium, if I recall correctly), it's not like it would be godly.


1. Seems like an oversight given the change to armbalance. Perhaps it could be changed to be usable if you have either arm balance or equilibrium? Doesn't make as much sense, but it's fair.

2. That would definately be too strong, especially for dual wielders.

Edit: I think a really neat change to Stag could be to allow stag users (Serenguard only) to have their totem follow them (same power, same duration, etc). To balance this, the totem would only heal that person, and not all allies.
Ixion2007-03-23 11:52:55
New topic: Trackers should get a minor blanket resistance (5-10%). From an RP standpoint it does make some sense too- Trackers are so adept at wilderness survival, they are able to reduce the pains of the elements and magic. Those who have never experienced warrior tracking really have no clue how impacting it is. An Ur'Guard tracker has absolutely ZERO defenses to any damage whatsoever outside of armor, which obviously is physical/wounds only.
Shorlen2007-03-23 14:31:19
QUOTE(Zarquan @ Mar 23 2007, 06:34 AM) 392695
Since my Envoy seems to be incognito for the time being, I'd like to request a couple things for Stag:

1. I want to be able to heal deep wounds while off arm balance, the way I can heal health off arm balance (which was itself an Envoy change not too long ago). The Hartstone can do this already because they do not use arm balance, but a one-hander Serenguard with Stag cannot.

MedicineBags cure 900 wounds when rubbed on a body part. Health vials cure 800 wounds when applied. Compare this to the difference between touching a MedicineBag and sipping a health vial (medicinebags heal 50% more health, but are unaffected by sip bonuses/penalties, I'm rather certain). I don't understand why anyone would waste their medicinebag, which has limited charges and is prohibitively expensive to recast midcombat, to cure deepwounds in the first place.
Unknown2007-03-23 15:31:38
Every little bit helps. It may not be a 50% boost, but a 10% increase is better than nothing. Besides, you can always switch to health applications when the medicine bag expires.

Medicine bags are affected by sip bonuses and penalties, I'm pretty sure.

I wouldn't mind the option to have my totem follow me and only heal me, but I wouldn't want to lose the option to have it stationary and heal allies. It'd be similar to using Moon Dark on a person versus a room, maybe?
Saran2007-03-23 15:46:42
QUOTE(Zarquan @ Mar 24 2007, 02:31 AM) 392768
Every little bit helps. It may not be a 50% boost, but a 10% increase is better than nothing. Besides, you can always switch to health applications when the medicine bag expires.

Medicine bags are affected by sip bonuses and penalties, I'm pretty sure.

I wouldn't mind the option to have my totem follow me and only heal me, but I wouldn't want to lose the option to have it stationary and heal allies. It'd be similar to using Moon Dark on a person versus a room, maybe?


invoke/evoke perhaps
Ildaudid2007-03-23 16:28:22
QUOTE(Malarious @ Mar 23 2007, 07:26 AM) 392693
Recently I noticed something, what I see one way can be horridly different for another guild. For example.. soulless can dodge certain pits.. almost entirely. To me I don't care, trackers do.


What do you mean souless dodges pits? Do you mean bards low level skill call climb?


Climb is instant, can be done off balance and as soon as they hit a pit they are out. Which is fine for regular pits. But I think what was overlooked there is:

Spike pits and Snake Pits

They should be a difference in each pit. Especially snake pits, they get out from what I can tell 100% of the time without a snake hitting them, and that nulls a whole trans skill. Which takes too much preparation to be nulled.

I think it should work on regular pits, 50% of the time on spike pits, and 0% of the time on snake pits.

That should make it more realistic for all the trouble of a trans skill.


Razenth2007-03-23 17:30:08
Is climb a delayed action? Like a regeneration salve cure? Should it be?
Ildaudid2007-03-23 17:52:25
QUOTE(Razenth @ Mar 23 2007, 01:30 PM) 392802
Is climb a delayed action? Like a regeneration salve cure? Should it be?


For all other players you have to regain balance, if your legs are broken you need to cure them, if you arms are broken you need to cure them to get out of a pit. A snake pit is normally worse on people, you need to shield or kill the snakes, then climb out.


But for bards it is some ungodly intantaneous thing. They hit the pit, if they have a climb alias or a trigger, they are instantly out of the pit, they do not need to recover balance or anything. Also it costs no power, nor does it have any type of mana drain, such as metawake or anything of the sort.



Most dodging skills in other IRE games, rely on a constant mana drain, maybe bards need a constant mana drain too, so that they learn to use their skills at the proper times?
Nerra2007-03-23 23:14:27
A minor buff to hunting I've wanted to see... kinda more RPish/hunting rather then PVP but Ithink HUNTING needs to offer SOMETHING to make bashing/hunting better. Anyways
Critical Striking
Type: Active Defense
Power: 3
Effect:
+5 precision to any wielded weapon
+1% critical strikes

I also support the minor omni defense idea to trackers. Would fit the whole rugged/wilderness apeal!

Edit: Oh, I think choke should have a message if done from the trees or sky. I think it's a tad silly if stuff like this can happen:
QUOTE
Moonstruck Kielo Talnara, Adherent of the Crone says, "Think too if I had a
brain."
3396h, 3205m, 3396e, 9p elrxkd-
say oh
You say, "Oh." (NOTICE LACK OF CHOKE)
3396h, 3205m, 3396e, 9p elrxkd-
qw (NEXT COMMAND)
Thick shadows drag against your every action.
3396h, 3205m, 3396e, 9p elrxkd-

Razenth2007-03-23 23:33:24
Can you throw nets over pits?
Malarious2007-03-24 02:50:17
Since Shorlen commented I will let him handle the stag things.

Tracking changes are noted and I will discuss with other envoys.

And starleaper makes you jump out of pits if they cause damage when you fall in.

Changes being looked at for tracking, I dont have it but if I can help I will.
Malarious2007-03-24 05:43:36
Come more suggestions must be out there. Think you are ignored? Something bother you? New skill you must have.. so and so has a skill of unblievable OP? lets hear it If this topic goes inactive I will begin ignoring it.
Shorlen2007-03-24 06:40:41
QUOTE(Zarquan @ Mar 23 2007, 10:31 AM) 392768
Every little bit helps. It may not be a 50% boost, but a 10% increase is better than nothing. Besides, you can always switch to health applications when the medicine bag expires.

Medicine bags are affected by sip bonuses and penalties, I'm pretty sure.

Well, honestly, the fact you can't rub bags off arm balance was an oversight. It should have been changed when medicinebags became touchable off arm balance, but appears to not have been.

Regarding sip bonuses/penalties - I'd have to find a changeling stag user to test it. I'm rather certain though that they ignore them, given some tests that someone sent me.
Gwylifar2007-03-24 15:34:45
QUOTE(Ildaudid @ Mar 23 2007, 01:52 PM) 392808
For all other players you have to regain balance, if your legs are broken you need to cure them, if you arms are broken you need to cure them to get out of a pit. A snake pit is normally worse on people, you need to shield or kill the snakes, then climb out.
But for bards it is some ungodly intantaneous thing. They hit the pit, if they have a climb alias or a trigger, they are instantly out of the pit, they do not need to recover balance or anything.

I am pretty sure nothing in the above is actually correct. All bard climbing is is much faster. It still has all the same requirements and limitations as everyone else's climbing.
Unknown2007-03-24 16:09:24
Astrology should have some way to stick aeon. Anorexia/aeon are given by the same ray, so that's rarely an option. Perhaps make the Moon rays slow sip balance/herb balance/salve balance?
Shorlen2007-03-24 17:16:00
QUOTE(Salvation @ Mar 24 2007, 11:09 AM) 393037
Astrology should have some way to stick aeon. Anorexia/aeon are given by the same ray, so that's rarely an option. Perhaps make the Moon rays slow sip balance/herb balance/salve balance?

Well, they can give stupidity along with one of those, I forget which... And they can time the hits to coincide with angel/demon/fae attacks.
Shorlen2007-03-24 17:16:50
QUOTE(Gwylifar @ Mar 24 2007, 10:34 AM) 393018
I am pretty sure nothing in the above is actually correct. All bard climbing is is much faster. It still has all the same requirements and limitations as everyone else's climbing.

Not entirely true - from what I understand, the only difference apart from the speed is that bards don't need balance/eq when climbing finishes to escape the pit. This was a bit of a hack designed to circumvent a serious bug.
Gwylifar2007-03-24 23:18:59
QUOTE(Shorlen @ Mar 24 2007, 01:16 PM) 393049
Not entirely true - from what I understand, the only difference apart from the speed is that bards don't need balance/eq when climbing finishes to escape the pit. This was a bit of a hack designed to circumvent a serious bug.

Hmmm, that seems like trading in one bug on another to me. If that's so, then I'll agree with Ildaudid that that should not be.