Daganev2007-08-06 23:47:58
QUOTE(Forren @ Aug 6 2007, 04:46 PM) 432055
99% of people are in agreement that the Nest is rather bad.
Wanting something to be overpowered because something else is though...
Wanting something to be overpowered because something else is though...
priceless.
*insert mastercard logo here*
Shamarah2007-08-06 23:48:26
As I understand, constructs are supposed to be overpowered because they cost so much to maintain and can be destroyed.
Arel2007-08-06 23:49:52
QUOTE(Forren @ Aug 6 2007, 07:42 PM) 432053
Yeah.. most people agree they're overpowered.
Not everyone is inept and lacks the good skills for their class. Nothx on newbie constructs.
Not everyone is inept and lacks the good skills for their class. Nothx on newbie constructs.
I never said we should have newbie constructs, but just because you have stafftwirl, it doesn't negate some of the uses of constructs. The majority of the game isn't tri-trans.
Clise2007-08-06 23:50:33
For those of you already bashing this construct and comparing it to yours, do remember you are all getting a 2nd construct too of which we will have no idea what they do. If you really want to compare, compare Darknest with its vitaesque ability to yours. Its also funny how people start counting the number of specific skill users to show how little benefit they get from it when they keep telling Glom that its their own fault they do not have the people with specific skills to defend/raid etc. As Derian/mitbulls said several posts back, leave your biasness out of this.
A simple answer would be that all nightwraiths get to up put a new def for 2-4p, it does nothing except allow the effects of drink to work. The def will last for a limited period of time. Night users can release shadows as normal. Thus they cannot release shadows that will stop regen, and allowing for other night effects. This ability is solely limited to Night users only.
A simple answer would be that all nightwraiths get to up put a new def for 2-4p, it does nothing except allow the effects of drink to work. The def will last for a limited period of time. Night users can release shadows as normal. Thus they cannot release shadows that will stop regen, and allowing for other night effects. This ability is solely limited to Night users only.
Unknown2007-08-07 01:52:35
QUOTE(Forren @ Aug 6 2007, 07:46 PM) 432055
Wanting something to be overpowered because something else is though...
That's how the envoy process, and lusternia in general works. It's been snowballing since Psionics came out, imo.Edit:People get much more upset with a nerf to their skills then to an increase in someone else’s, since then their formerly above average skills are now underpowered in comparison, and they get to ask for upgrades.
Skills need to be improved however, we've come a long way since open beta, where a set of fae alone would destroy someone, and lvl 50's were veritable demi's.
Shamarah2007-08-07 02:06:32
Everything being overpowered equally makes for a considerably more interesting combat environment than everything sucking equally, in my opinion.
Xenthos2007-08-07 02:20:08
I feel the need to second Clise's comment, and reiterate a point I made earlier.
The comparison to the Night Altar is *not* the Moon Altar.
The comparison to the Moon Altar is the Darknest.
There will be a Stag-construct at some point that is the Construct-equivalent of the Night Altar (gives a bonus to members of the Commune that isn't resurrection-related). The first four constructs all helped with resurrection in some way, and it seems that the next set of four will be an enhanced buff.
The comparison to the Night Altar is *not* the Moon Altar.
The comparison to the Moon Altar is the Darknest.
There will be a Stag-construct at some point that is the Construct-equivalent of the Night Altar (gives a bonus to members of the Commune that isn't resurrection-related). The first four constructs all helped with resurrection in some way, and it seems that the next set of four will be an enhanced buff.
Unknown2007-08-07 02:40:03
People, seriously. Think about this. Commune-wide penumbra! You could ALL be young and beautiful little decepticons.
Ashteru2007-08-07 02:45:29
QUOTE(Duke of Ess @ Aug 7 2007, 02:40 AM) 432097
People, seriously. Think about this. Commune-wide penumbra! You could ALL be young and beautiful little decepticons.
Arel was annoyed when I suggested that.
Unknown2007-08-07 02:45:49
Is the Nest a useful construct? I would detest having to keep a familiar in the local area to access transmigrate, although I suppose for a freebie I would put up with it.
As for the drink effect, if it has similar use as stagtotem, why not just make it useable in wyrded forest -or- shadows? If used with shadows, works as the defence. If used in wyrded forest, gives the drink effect only while in that location and only for a couple of minutes (you can only draw on the lingering gloom, not shadows directly).
As for the drink effect, if it has similar use as stagtotem, why not just make it useable in wyrded forest -or- shadows? If used with shadows, works as the defence. If used in wyrded forest, gives the drink effect only while in that location and only for a couple of minutes (you can only draw on the lingering gloom, not shadows directly).
Xenthos2007-08-07 02:48:51
QUOTE(Avaer @ Aug 6 2007, 10:45 PM) 432099
As for the drink effect, if it has similar use as stagtotem, why not just make it useable in wyrded forest -or- shadows? If used with shadows, works as the defence. If used in wyrded forest, gives the drink effect only while in that location and only for a couple of minutes (you can only draw on the lingering gloom, not shadows directly).
Why would a wyrded forest be an improvement over something that takes 50% of your mana and doesn't negatively impact anyone else nearby?
Just curious, because wyrded forest has other issues (for example, the issues that make Swoop rather unfeasible for Ebonguard).
The first solution seems like more of a general-purpose solution that makes the skill available, at a cost.
(As to your first question-- I've already answered this in depth and I think most are sick of me saying just how un-useful it is. That's also not really got a place in this discussion, imo)
Unknown2007-08-07 02:59:08
QUOTE(Xenthos @ Aug 7 2007, 02:48 AM) 432100
Why would a wyrded forest be an improvement over something that takes 50% of your mana and doesn't negatively impact anyone else nearby?
My apologies, I missed that idea. It seems valid, but one would hope that any gust/rain/etc would clear the made up shadows.
And one would hope that the restorative effects of drink are not as powerful as stagtotem.
Ashteru2007-08-07 03:05:00
QUOTE(Avaer @ Aug 7 2007, 02:59 AM) 432101
And one would hope that the restorative effects of drink are not as powerful as stagtotem.
I wish.
Xenthos2007-08-08 15:57:24
Any update / comments on this at the moment?
Geb2007-08-08 17:56:20
QUOTE(Shamarah @ Aug 7 2007, 03:06 AM) 432090
Everything being overpowered equally makes for a considerably more interesting combat environment than everything sucking equally, in my opinion.
I would prefer everything being balanced than the other extremes you mentioned. In my opinion, everything being overpowered creates a combat environment where everyone is racing to push their "I Win" buttons.
I agree with the Lesser Shadows suggestion to allow for the benefits of drink only. I support a 3p cost for it, because a 50% mana cost would only be worrisome in the very short run against people with mana kills. Drink available to everyone all of the time for a minor cost of 50% mana is a bit too light of a cost for such a great ability.
Unknown2007-08-08 18:05:54
QUOTE(Diamante @ Aug 6 2007, 11:54 PM) 432017
Most serenguard take moon, so it levels out above 1/3 of the commune having.
Also, for a note. Shadowdane drink is a weaker replica of a Serenwilde skill, stagtotem.
a) Stagtotem affects all allies of the user, not just Stag users.
Stagtotem refreshes a larger % of health
c) Initially Stagtotem refreshes at a faster rate, though near the end of the totem is tapers off at 2 seconds slower than drink does.
d) Don't need a room effect to cast stagstotem, however I do realize that drink is a defence, which is a nice bonus.
e) Not sure if this was changed, but stagstotem can be cast off eq.
Everyone in the Serenwilde can already benefit from Stagtotem, frankly I do not see the issue with Drink working for everyone at night and requiring shadows during the day. But eh, the construct sucks as is for the moment. All it is to a shadowdancer is a minor reduction in power usage pre-combat/bashing, thus giving no real benefit.
Also, for a note. Shadowdane drink is a weaker replica of a Serenwilde skill, stagtotem.
a) Stagtotem affects all allies of the user, not just Stag users.
Stagtotem refreshes a larger % of health
c) Initially Stagtotem refreshes at a faster rate, though near the end of the totem is tapers off at 2 seconds slower than drink does.
d) Don't need a room effect to cast stagstotem, however I do realize that drink is a defence, which is a nice bonus.
e) Not sure if this was changed, but stagstotem can be cast off eq.
Everyone in the Serenwilde can already benefit from Stagtotem, frankly I do not see the issue with Drink working for everyone at night and requiring shadows during the day. But eh, the construct sucks as is for the moment. All it is to a shadowdancer is a minor reduction in power usage pre-combat/bashing, thus giving no real benefit.
Stagtotem also doesn't cure afflictions to my knowledge. Just health + health boost. So overall I'd say the two skills stagtotem and drink come out more or less even. But neither skill I'd want people to have -permanently- or enable them to -always- benefit from them no matter where they go and what they do.
PS: if e is true it's probably a bug. I can't see that being on purpose.
EDIT: Semi 'd by geb... I guess.
Diamondais2007-08-08 18:06:49
QUOTE(shadow @ Aug 8 2007, 02:05 PM) 432400
Stagtotem also doesn't cure afflictions to my knowledge. Just health + health boost. So overall I'd say the two skills stagtotem and drink come out more or less even. But neither skill I'd want people to have -permanently- or enable them to -always- benefit from them no matter where they go and what they do.
PS: if e is true it's probably a bug. I can't see that being on purpose.
PS: if e is true it's probably a bug. I can't see that being on purpose.
Wrong. Stagtotem -does- cure afflictions. Saved me from many a Virgin.
Xenthos2007-08-08 18:21:16
QUOTE(geb @ Aug 8 2007, 01:56 PM) 432393
I would prefer everything being balanced than the other extremes you mentioned. In my opinion, everything being overpowered creates a combat environment where everyone is racing to push their "I Win" buttons.
I agree with the Lesser Shadows suggestion to allow for the benefits of drink only. I support a 3p cost for it, because a 50% mana cost would only be worrisome in the very short run against people with mana kills. Drink available to everyone all of the time for a minor cost of 50% mana is a bit too light of a cost for such a great ability.
I agree with the Lesser Shadows suggestion to allow for the benefits of drink only. I support a 3p cost for it, because a 50% mana cost would only be worrisome in the very short run against people with mana kills. Drink available to everyone all of the time for a minor cost of 50% mana is a bit too light of a cost for such a great ability.
I don't see this as an "I win" button... and I also see it not being all that useful at a 3p cost. Again, all it would come down to is burning 3p for PvP, or... using it for Astral. There *needs* to be some generic utility to the ability that is beyond PvP.
A 50% mana cost prevents it from being cast repeatedly in room-after-room. Need to stop to gulp down mana potions / eat sparkleberries / read scrolls, or wait for regeneration. It DOES have a negative effect in PvP, as you pointed out-- one would be less likely to use this for PvP, and more likely for PvE (fine). I far prefer that to an emphasis on PvP over PvE.
(And yes, Stagtotem does cure afflictions.)
Edit: It could also be made so that the "lesser shadows" can only be released by a person in one location-- if they cast it again, the lesser shadows fade from the first place. This would mean that trying to use it in PvP against any kind of a mobile enemy (read: pretty much everyone) will be much more futile than an actual released shadow.
Unknown2007-08-08 18:31:33
QUOTE(diamondais @ Aug 8 2007, 08:06 PM) 432401
Wrong. Stagtotem -does- cure afflictions. Saved me from many a Virgin.
Stagtotem for Seren construct then!
(But I still say neither drink nor stagtotem should be 'cheap' enough to put them up in every other room when you feel like it)
Geb2007-08-08 20:17:39
QUOTE(Xenthos @ Aug 8 2007, 07:21 PM) 432405
I don't see this as an "I win" button... and I also see it not being all that useful at a 3p cost. Again, all it would come down to is burning 3p for PvP, or... using it for Astral. There *needs* to be some generic utility to the ability that is beyond PvP.
A 50% mana cost prevents it from being cast repeatedly in room-after-room. Need to stop to gulp down mana potions / eat sparkleberries / read scrolls, or wait for regeneration. It DOES have a negative effect in PvP, as you pointed out-- one would be less likely to use this for PvP, and more likely for PvE (fine). I far prefer that to an emphasis on PvP over PvE.
(And yes, Stagtotem does cure afflictions.)
Edit: It could also be made so that the "lesser shadows" can only be released by a person in one location-- if they cast it again, the lesser shadows fade from the first place. This would mean that trying to use it in PvP against any kind of a mobile enemy (read: pretty much everyone) will be much more futile than an actual released shadow.
A 50% mana cost prevents it from being cast repeatedly in room-after-room. Need to stop to gulp down mana potions / eat sparkleberries / read scrolls, or wait for regeneration. It DOES have a negative effect in PvP, as you pointed out-- one would be less likely to use this for PvP, and more likely for PvE (fine). I far prefer that to an emphasis on PvP over PvE.
(And yes, Stagtotem does cure afflictions.)
Edit: It could also be made so that the "lesser shadows" can only be released by a person in one location-- if they cast it again, the lesser shadows fade from the first place. This would mean that trying to use it in PvP against any kind of a mobile enemy (read: pretty much everyone) will be much more futile than an actual released shadow.
I was responding directly to what Shamarah had written when I made the statement about the "I win" button. My first statement had noting to do with Drink, which is why it was in its own paragraph. So your point about drink not being an "I win" button is a bit misplaced.
Ok, now on to your second point. A 50% mana cost is a very minor hindrance to the use of the ability. It could be effectively used in PVP and PVE, because it would only be even a slight problem in PVP if the person was fighting someone with a mana kill. Since Blacktalon are the only ones outside of Guardians and Wiccans who have a mana Insta-Kill, then the 50% mana cost would not be a problem against Mages, Warriors, Bards, Heartstone, and Monks. So I disagree with the idea that the mana cost you suggested would be as much of a hindrance to its use in PVP as you believe.