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by Malarious

Back to Ideas.

Shiri2008-01-04 08:12:55
Yeah, but there's at least a window for them to all mess you up in. For example, I tripleflash, then keep nullifying someone and gusting them out of the room until they go. With serpent I can't do that because someone will web me and so on before I get eq back.
Malarious2008-01-04 08:14:18
Very true!

I wnat lowmagic... you can ahve my highmagic and enchanting.. I will go herbs lowmagic
Rika2008-01-04 08:17:53
Oooh

Skillset: Highmagic

Problem: Highmagic is already relatively weaker than Lowmagic is most situations, and it lacks a tradeskill (let alone a DECENT tradeskill) that will see people even thinking about taking highmagic over lowmagic if given a choice.

Solution: Make bookbinding (or new trade: MINING) highmagic only.
Malarious2008-01-04 08:20:27
I would be all over mining happy.gif just because of the metal production and sales associated.

You are also free to come up with new skills (has to keep with the tree of life) and upgrades or changes to current ones.

Glassblowing would be fun too *sage*

EDIT: Lowmagic also has 2 trade skills... poisons and herbs.
Eldanien2008-01-04 08:51:42
Eh, make poisons require highmagic. Those who have lowmagic and poisons get to keep it, until they elect to forget one.

Claiming it takes low magic to sense the aura of poison-bearing creatures is easily changed to requiring highmagic to distill the essences of the toxins into a durable form. Let there be a worldwide event in which the Lord of Contagion alters the fundamental aspects of poisons. Perhaps consider adding or changing some other feature(s) while you're at it. Or not, either.

Me, I always thought Poisonists should have a slightly increased chance of shrugging poisons. But that's just one idea.
Rika2008-01-04 08:56:38
We'll take herbs, actually. Thanks.
Shiri2008-01-04 09:01:38
No no, take poisons. happy.gif
Rika2008-01-04 09:05:27
QUOTE(Shiri @ Jan 4 2008, 10:01 PM) 472902
No no, take poisons. happy.gif


No, herbs sounds good!
Krellan2008-01-04 09:05:59
Hrm now that I think about it. Since speed races are going to get nerfed a lot more has to get nerfed to balance or it gets absurdly unfair. I actually don't mind a speed nerf in combat since I fight in groups anyways so my speed really won't make too much of a difference. It's the bashing speed to me I'll miss.

Warriors can all achieve max speed by forging top speed weapons. Which means they'll always be able to bash at a mugwump speed nearly regardless of race. I'm not sure if tae'dae and such are an exception. Another case of this is the bard class. All maestro instruments will attack at mugwump speed. Regardless of any bonuses or penalties. (technically I hear they affect it very slightly but that sounds to me like a tenth of a second or less up or down). All bard music speed will still be as fast as it currently is regardless of any racial speeds. My third example would be monks. They increase speed constantly until they achieve max speed. Any racial speed nerfs here won't have as big of an impact as it will to affliction classes which actually are having more and more trouble these days barring the SD.

I'm still not arguing against a racial rebalance and nerfing the level 3 eq/bal bonuses. Because obviously there are things ridiculous like SL faeling warriors and glamours mugwumps and all sorts. The problem is that these 3 classes don't suffer in their bashing from this and they'll probably gain since I'm guessing they'll get extra stats to compensate. While on the other hand, the 3 archetypes listed below will suffer in their bashing aspect a lot. Bashing is speed and criticals. The tankiness eventually comes with titan and demigod regardless of race.

I think it's going to be really unfair that bashing will be entirely nerfed for guardians/wiccans/druids/mages but not for warriors/bards/monks. I can't really come up with an idea for this unless there are changes made so that they have similar processes as warriors or bards or monks do where they have the capabilities to bash at maximum speed.
Eldanien2008-01-04 09:08:49
Boost Poisons, though. For that matter, most tradeskills need boosts.

To create balance, a tradeskill needs a mix of profitability and personal benefit. Herbs has both, which I see as a problem.

Yes, I'm saying it needs nerfage. Or failing that, most other tradeskills boosted up to similar desirability, which seems unlikely.
Xavius2008-01-04 09:28:59
QUOTE(Eldanien @ Jan 4 2008, 03:08 AM) 472906
Or failing that, most other tradeskills boosted up to similar desirability, which seems unlikely.

I'm all in favor of the second if you float ideas for them.
Shamarah2008-01-04 21:04:14
Skillset: Environment
New Skill: Naturalize
Problem: There is no way for non-enchanters to destroy monoliths. This can be problematic in many cases, such as getting out of small confined areas with flamed monolith sigils in them and no easy-to-access exits. Also, the communes have no enchanters, making them unable to destroy them at all.
Solution: Add a skill high in environment called Naturalize that, with 5p and a 8-second delay, would destroy a sigil on the ground. Disenchant would still be better, since it costs less and has no delay and gives back comms, but it gives the rest of us some way to remove them. (It would also make Environment better, which I think we can all agree is a good thing.)