Ildaudid2008-02-03 21:29:15
QUOTE(Callia Parayshia @ Feb 3 2008, 04:06 PM) 483756
Why is there is big push to make monks and bards part of a 'parent' guild. Both guilds have roleplay SO seperate from the other guilds, there is no way to really merge them into a current guild.
In Mag, Ur'Guard are very military like. Ninjakari are a Brotherhood, a strict family, but a family none the less.
In Mag, Ur'Guard are very military like. Ninjakari are a Brotherhood, a strict family, but a family none the less.
Yeah merge ninjakari into the Ur'Guard. Let me have the stealth skillset with a katana and I will be happy!
Unknown2008-02-03 21:38:05
It would also solve a crap-load of problems if you changed the Kata skillsets to work with normal wounding like normal warriors. You wouldn't have to have a unique twist (that doesn't work) if it was just another warrior spec.
Callia2008-02-03 21:59:03
Sorry, there is nothing wrong with diversity. I think we should keep it this way, plus as Ill pointed out, the potiental for unbalanced combinations would increase massively.
Unknown2008-02-03 21:59:22
QUOTE
You wouldn't have to have a unique twist (that doesn't work) if it was just another warrior spec.
Yes, uniqueness is always a problem! Conform, dangit!!!
Shamarah2008-02-03 22:12:40
QUOTE(S.A.W. @ Feb 3 2008, 04:38 PM) 483764
It would also solve a crap-load of problems if you changed the Kata skillsets to work with normal wounding like normal warriors. You wouldn't have to have a unique twist (that doesn't work) if it was just another warrior spec.
Yes, because we need to waste MORE development time revamping monks AGAIN.
Unknown2008-02-03 22:25:06
QUOTE(Rian @ Feb 3 2008, 01:59 PM) 483769
Yes, uniqueness is always a problem! Conform, dangit!!!
Uniqueness is a problem when it doesn't work. So far neither of their "warriors with a twist" systems have been balanced.. because.. guess what.. they aren't trying to be unique. They are taking the exact system that warriors use and trying to change it just enough to be different, rather than creating a whole new system. Ruptures are pretty much just wounds by another name. How is that really unique?
I'd rather have a cloned skeleton for a skillset that works rather than the Frankenstein's monster of a mechanic they're currently throwing at us.
Also, being unique just to be unique really isn't unique.. it's conforming to the idea that it is bad to conform and therefore you must be unique just like everybody else.
Unknown2008-02-03 22:27:10
QUOTE(Shamarah @ Feb 3 2008, 02:12 PM) 483775
Yes, because we need to waste MORE development time revamping monks AGAIN.
You say that as if they are currently balanced and aren't going to require yet more development time to get there anyway. If they were already balanced, there would be no development time needed, and you could just delete the Ninjakari guild and throw Stealth, Acrobatics, Psymet, and Ninjakari into the Ur'Guard and be done with it. But the fact that you can't do that means that monks are going to need work one way or another.
Unknown2008-02-04 16:35:08
QUOTE(S.A.W. @ Feb 3 2008, 09:16 PM) 483758
Druids are bards, as are Priests. Druids tap into the song of the forest. Priests are all about hymns and can't forget the angelic choirs.
As for the monks, they shouldn't have been given separate roleplay, but rather should have been put into the warrior guilds to begin with. And the Ur'Guard may be very military-like at the lower-levels, bt it is very very family/brotherhood-y among those who are Knighted. You could definitely make it work, and it would be better for the game overall, increasing the activity in the guilds.
Then you'd just need to come up with a new branch for Wiccans and Mages to balance it out. :-P Or for Mages, maybe make Elemental Mages and Psionic Mages totally separate. And with Wiccans.. I dunno what to do there, to be honest.
As for the monks, they shouldn't have been given separate roleplay, but rather should have been put into the warrior guilds to begin with. And the Ur'Guard may be very military-like at the lower-levels, bt it is very very family/brotherhood-y among those who are Knighted. You could definitely make it work, and it would be better for the game overall, increasing the activity in the guilds.
Then you'd just need to come up with a new branch for Wiccans and Mages to balance it out. :-P Or for Mages, maybe make Elemental Mages and Psionic Mages totally separate. And with Wiccans.. I dunno what to do there, to be honest.
Why priests? I'd say bards are closer to mages.
Actually, there's an interesting idea. 2 bard specs. A mage/druid based one, and a wiccan/guardian based one.
So there'd be a choice of Necroscream and Earthdirge, Starhymn and Tidesong, etc.
Someone also made the case of putting monk specs into the guardian/wiccan guilds, instead of the warrior ones.
Shiri2008-02-04 16:44:45
The chances of getting guilds merged in any way is so close to 0 as to be instantly dismissible.
The chances of getting primaries added or changed is probably very low but at least remotely more visible.
The chances of getting a new archetype or ideally two (2-line division) at some point in the not-so-immediate future is much higher.
The chances of getting primaries added or changed is probably very low but at least remotely more visible.
The chances of getting a new archetype or ideally two (2-line division) at some point in the not-so-immediate future is much higher.
Unknown2008-02-04 16:56:35
QUOTE(Shiri @ Feb 4 2008, 04:44 PM) 483958
The chances of getting a new archetype or ideally two (2-line division) at some point in the not-so-immediate future is much higher.
4, actually, since all orgs would get an equivalent.
If cities get an archetype based on sexual harrassment, for example (Demonsexxorz and Angelmonglers), you can guarantee that Serenwilde would get their Yiffmaster guild in the interest of fairness.
Forren2008-02-04 17:06:23
QUOTE(Inky @ Feb 4 2008, 11:56 AM) 483962
If cities get an archetype based on sexual harrassment
Wtf
Unknown2008-02-04 17:09:25
QUOTE(Forren @ Feb 4 2008, 05:06 PM) 483963
Wtf
I aim to confound and bemuse.
Xenthos2008-02-04 17:19:59
QUOTE(Inky @ Feb 4 2008, 12:09 PM) 483966
I aim to confound and bemuse.
You failed at that.
You did, however, succeed with "greatly disturb".
Unknown2008-02-04 17:23:12
QUOTE(Xenthos @ Feb 4 2008, 05:19 PM) 483970
You failed at that.
You did, however, succeed with "greatly disturb".
You did, however, succeed with "greatly disturb".
Potato, tomato.
Eldanien2008-02-04 17:25:00
QUOTE(Inky @ Feb 4 2008, 10:35 AM) 483953
So there'd be a choice of Necroscream and Earthdirge, Starhymn and Tidesong, etc.
This notion intrigues me. Alternate song specs sound fun. More variety within an archetype is a plus, though I would like to stress that existing skills need another look through. The viability of various tertiaries need worked on. Monks need finished and fixed. Races are going to be looked at. So on, so forth.
Given that it's virtually inconceivable that existing guilds will get merged, we should probably focus on more likely events - more skill options and more orgs/guilds/archetypes. I still feel that adding any more orgs/guilds/archetypes will thin the existing playerbase too much, and I don't know that we're gaining people fast enough to make it worth the time opening up Gaudiguch/Hallifax/Ackleberry/wherever. As is, there aren't enough people in existing guilds. From post-Beta to now, there's a massive difference in guild populations. Adding two archetypes and one org really changed the game environment, and not all of it for the better.
If we want to create new game options for players, make it alternate skills within the existing guilds. And this only after existing skills are made more or less evenly worthwhile. Why add a new skill when an existing skill is underutilized?
Unknown2008-02-04 17:30:09
QUOTE(S.A.W. @ Feb 3 2008, 08:49 PM) 483750
I second your third.. which makes it third squared.. which makes it ninthed, right? That's enough to get it done!
I 20th it?
Unknown2008-02-04 22:04:33
QUOTE(Inky @ Feb 2 2008, 04:02 PM) 483344
More skillsets, please.
We can't really sustain new guilds, but adding to the ones we've got is good.
I'd like to see primary skill choices, actually.
Examples:
Mages get a sorcery type option, where they can't meld and rely more on direct effects like calcifying flesh and boiling blood. The more traditional type of mage. Also have summoning options, perhaps, where elementals can be called up (grub/gargoyle/wyrm, leech/starsucker/turtle?) and given lesser powers (based on the Earth/Tidelords) to assist.
Guardians get an option that doesn't have angels/demons, and instead they become more angel/demon like and rely primarily on their own powers, supplicating to different Supernals/Demonlords for different effects. Also, perhaps an Esoterica specialization where the focus is generalized Cosmic study to do with the formation of the planes and reality. Potential for some sort of cosmic demesnes, maybe, where you can set up blessed/defiled land to cause effects (and make it work on Ethereal/Elemental).
Wiccans get a specialization in fae magic outside of summoning, so they can throw pixiedust on people and sprout fae wings and things, as well as getting the powers of the respective avatars (slaugh touch and paralyze howl for Night, naked and preggers for Moon). Perhaps a demesne type option here, too, if guardians are getting one.
Druids get something that allows them to ditch the demesne and work without it. I'm thinking pseudo-shapechanger. Seren become more bear/stag/wolf-like (biting and mauling), Glom become more bird/serpent/insect-like (rending with talons and stinging). Also add the more generalized forest mysticism to that, things reminiscent of Scarab and Darkseed, perhaps some voodoo-type lore.
Warriors get more magical-type options. A magic-based version of Athletics (Abjuration)? Acrobatics and Daggers should be choices, as well as Archery. A magic weapon type spec could be done, where you summon/create a weapon and train with it (like instrument proficiency), and you can modify the stats on it at whim. Functions like a caster class that uses deepwounds. Scythes for Magnagora, Spears for Celest, Greatmace for Seren, Axe for Glom? You'd need to take Totems/Rituals and Abjuration as prerequisite, but it opens up the interesting option for an intelligence based melee specialization.
Bards should have a jester-type choice, and I think most of you know what I mean with that. Mountable balloon giraffes please. Also, needs more choices to replace Acrobatics. Useful tertiaries required.
Monks get nerfed.
/rambling.
As you see, we don't need more guilds. We just need more skillsets.
We can't really sustain new guilds, but adding to the ones we've got is good.
I'd like to see primary skill choices, actually.
Examples:
Mages get a sorcery type option, where they can't meld and rely more on direct effects like calcifying flesh and boiling blood. The more traditional type of mage. Also have summoning options, perhaps, where elementals can be called up (grub/gargoyle/wyrm, leech/starsucker/turtle?) and given lesser powers (based on the Earth/Tidelords) to assist.
Guardians get an option that doesn't have angels/demons, and instead they become more angel/demon like and rely primarily on their own powers, supplicating to different Supernals/Demonlords for different effects. Also, perhaps an Esoterica specialization where the focus is generalized Cosmic study to do with the formation of the planes and reality. Potential for some sort of cosmic demesnes, maybe, where you can set up blessed/defiled land to cause effects (and make it work on Ethereal/Elemental).
Wiccans get a specialization in fae magic outside of summoning, so they can throw pixiedust on people and sprout fae wings and things, as well as getting the powers of the respective avatars (slaugh touch and paralyze howl for Night, naked and preggers for Moon). Perhaps a demesne type option here, too, if guardians are getting one.
Druids get something that allows them to ditch the demesne and work without it. I'm thinking pseudo-shapechanger. Seren become more bear/stag/wolf-like (biting and mauling), Glom become more bird/serpent/insect-like (rending with talons and stinging). Also add the more generalized forest mysticism to that, things reminiscent of Scarab and Darkseed, perhaps some voodoo-type lore.
Warriors get more magical-type options. A magic-based version of Athletics (Abjuration)? Acrobatics and Daggers should be choices, as well as Archery. A magic weapon type spec could be done, where you summon/create a weapon and train with it (like instrument proficiency), and you can modify the stats on it at whim. Functions like a caster class that uses deepwounds. Scythes for Magnagora, Spears for Celest, Greatmace for Seren, Axe for Glom? You'd need to take Totems/Rituals and Abjuration as prerequisite, but it opens up the interesting option for an intelligence based melee specialization.
Bards should have a jester-type choice, and I think most of you know what I mean with that. Mountable balloon giraffes please. Also, needs more choices to replace Acrobatics. Useful tertiaries required.
Monks get nerfed.
/rambling.
As you see, we don't need more guilds. We just need more skillsets.
I have to agree with this general idea of different paths for Guilds. Such as the Sorcery.
And again, I'm going to re-iterate that we can't support more guilds/orgs. The playerbase is stretched way too thin as it is with 19 guilds.
Daganev2008-02-05 00:36:33
WARMAGE FTW!
Unknown2008-02-05 00:38:05
mages with field plate!
Daganev2008-02-05 01:04:43
QUOTE(daganev @ Jan 30 2008, 11:46 AM) 482360
WARMAGE FTW!!!!!!!
Everytime you hit a person with a weapon it does the usual damage and deepwounds. However, warrior based afflictions are limited to medium wound level. Once you get heavy and critical wound levels, instead of doing afflictions you get blood charges.
Then you have certain spells that only work from these bloodmagic charges, and you can cast spells targeted at thier critical limbs! (blood charges stay stored in your bloodstone from fight to fight, so you could beat up on your friends to collect them, however the spells only activate if the prerequisite limbs are at critical)
Everytime you hit a person with a weapon it does the usual damage and deepwounds. However, warrior based afflictions are limited to medium wound level. Once you get heavy and critical wound levels, instead of doing afflictions you get blood charges.
Then you have certain spells that only work from these bloodmagic charges, and you can cast spells targeted at thier critical limbs! (blood charges stay stored in your bloodstone from fight to fight, so you could beat up on your friends to collect them, however the spells only activate if the prerequisite limbs are at critical)
Yes, that includes FULL-PLATE!!
Just imagine...
AB BLOODMAGIC FIREBALL
CAST FIREBALL
When the chest wound level is criical you can cast a fireball at the chest of your opponent. This causes the target to catch on fire. As a side benefit, they also now have a large gaping hole in thier chest through which you can see the nice scenary behind them.
(The heat of the fireball has cauterized thier flesh, so that they may still live until they realize thier heart is missing)