Malarious2008-04-27 08:35:26
DARKCHANT RAISEDEAD TOPIC
Chanting in a foul language that forces your very being to feel ill you urge the corpse of a slain topic to return from the grave from wence it came.
==Original Posting==
Having fanned your spark of divinity beyond mortality, you have ascended to higher levels of awareness and power than is comprenhendable by the average mortalkin. This grants you a number of abilities.
-Increased statistics, beyond that of a titan
-Ability to refresh their health, mana, and ego once per day
-Able to call a limited aura of divine fire about themselves, once per day
-Pheonix Ressurection
-Ability to customize their SHOUT
-Ability to customize their entry/exit message
Futhermore, a demigod who has empowered his divine flame with enough essence will be able to awaken a deeper elightenment within him as to the nature of the great weaving, changing wholly in their aura. This transformation costs the demigod ten million of their essence, and should the demigod ever wish to reangle their focus, the process is doubly taxing.
"Lachesis is spinster, who bornes the threads."
--Those who have awakened their mind to the workings of Lachesis will find themselves among the host of the Lachenites. Their essence is intertwined with that of creation, granting them the following abilities:
--Once per day, able to REFRESH ALLIES, restoring them of health, mana, ego, and curing their afflictions, costs essence.
--Once per month, can restore a soul to it's body, saving the mortal from the shears of Atropos.
--Damage against the Lachenite will be partially reduced.
--The Lachenite can, at the cost of some essence, will into being various flowers and herbs, provided the herb is capable of growing in that environment.
The 'holy' one. Help others mostly, take less damage, and make herbs and flowers rise.
Clothos is the weaver, who orchestrates the pattern of the threads.
--Those who awaken their minds to the workings of Clothos will find themselves among the host of the Clothian. Their essence weaved into the world around them, granting the following abilities:
--Clothians will find their power regenerates at a slightly quicker pace than others.
--Thier very being entwined with the living world, the Clothian will hold greater sway when influencing living creatures.
--Able to manipulate the weavings, the Clothian can change his/her age or gender at will, and will find themselves able to SHRINK or EXPAND much quicker.
--At a constant drain to their own essence, the Clothian can momentarily hide from mortal perception, rendering them imperceptible by mortal means.
This one has some useful stuff... faster power regen, faster size shift, and improved influence. And a gem of cloaking..
Atropos is the ender, the one who snips each thread out of the tapestry.
-Those who awaken their minds to the workings of Atropos will find themselves among the host of the Atropans. Their essence one with that of the end of the weaving, the are granted the following abilities:
--Damage dealt by the Atropan is slightly increased.
--Atropans will hold great influence over the undead, swaying them much easier to their cause.
--As the Atropan deals death to others, they gather more essence from their prey.
--At the cost of essence, the Atropan may rise up the corpse of a denizen to stand sentinel in a location, informing the Atropan of all who enter.
--As Atropos knows the sight of all things come and gone, at the cost of essence, the Atropan can scry their target, regardless of where they lie.
Little more damage, influence undead (not actually that useful.. could be repaced with something better imo since so few are undead to influence). However gaining essence from damage is a very handy power to get insanely strong. Not sure scrying even a corpse is any real good.. the sentinel is so so.
Just a random idea, tried to have less combat oriented abilities than such.
Thoughts? Ideas? Like the concept but not the implementation? Give feedback of your own
/original posting
I bolded my comments on each.. but would love to hear any suggestions for them. I dislike the last one most.. I rather have better power regen or soul ress of anyone.
Chanting in a foul language that forces your very being to feel ill you urge the corpse of a slain topic to return from the grave from wence it came.
==Original Posting==
Having fanned your spark of divinity beyond mortality, you have ascended to higher levels of awareness and power than is comprenhendable by the average mortalkin. This grants you a number of abilities.
-Increased statistics, beyond that of a titan
-Ability to refresh their health, mana, and ego once per day
-Able to call a limited aura of divine fire about themselves, once per day
-Pheonix Ressurection
-Ability to customize their SHOUT
-Ability to customize their entry/exit message
Futhermore, a demigod who has empowered his divine flame with enough essence will be able to awaken a deeper elightenment within him as to the nature of the great weaving, changing wholly in their aura. This transformation costs the demigod ten million of their essence, and should the demigod ever wish to reangle their focus, the process is doubly taxing.
"Lachesis is spinster, who bornes the threads."
--Those who have awakened their mind to the workings of Lachesis will find themselves among the host of the Lachenites. Their essence is intertwined with that of creation, granting them the following abilities:
--Once per day, able to REFRESH ALLIES, restoring them of health, mana, ego, and curing their afflictions, costs essence.
--Once per month, can restore a soul to it's body, saving the mortal from the shears of Atropos.
--Damage against the Lachenite will be partially reduced.
--The Lachenite can, at the cost of some essence, will into being various flowers and herbs, provided the herb is capable of growing in that environment.
The 'holy' one. Help others mostly, take less damage, and make herbs and flowers rise.
Clothos is the weaver, who orchestrates the pattern of the threads.
--Those who awaken their minds to the workings of Clothos will find themselves among the host of the Clothian. Their essence weaved into the world around them, granting the following abilities:
--Clothians will find their power regenerates at a slightly quicker pace than others.
--Thier very being entwined with the living world, the Clothian will hold greater sway when influencing living creatures.
--Able to manipulate the weavings, the Clothian can change his/her age or gender at will, and will find themselves able to SHRINK or EXPAND much quicker.
--At a constant drain to their own essence, the Clothian can momentarily hide from mortal perception, rendering them imperceptible by mortal means.
This one has some useful stuff... faster power regen, faster size shift, and improved influence. And a gem of cloaking..
Atropos is the ender, the one who snips each thread out of the tapestry.
-Those who awaken their minds to the workings of Atropos will find themselves among the host of the Atropans. Their essence one with that of the end of the weaving, the are granted the following abilities:
--Damage dealt by the Atropan is slightly increased.
--Atropans will hold great influence over the undead, swaying them much easier to their cause.
--As the Atropan deals death to others, they gather more essence from their prey.
--At the cost of essence, the Atropan may rise up the corpse of a denizen to stand sentinel in a location, informing the Atropan of all who enter.
--As Atropos knows the sight of all things come and gone, at the cost of essence, the Atropan can scry their target, regardless of where they lie.
Little more damage, influence undead (not actually that useful.. could be repaced with something better imo since so few are undead to influence). However gaining essence from damage is a very handy power to get insanely strong. Not sure scrying even a corpse is any real good.. the sentinel is so so.
Just a random idea, tried to have less combat oriented abilities than such.
Thoughts? Ideas? Like the concept but not the implementation? Give feedback of your own
/original posting
I bolded my comments on each.. but would love to hear any suggestions for them. I dislike the last one most.. I rather have better power regen or soul ress of anyone.
Unknown2008-04-27 16:44:06
It is really cool, but what is to stop someone from abusing the ability to switch in between the three?
Xavius2008-04-27 17:01:55
Twenty million essence.
Anisu2008-04-27 17:42:09
It would sorta be cool if they just made skillsets for demigods like they have for ascendants (ascendants would also have access to these of course), and like with ascendants you would have to invest essence into them
like part of the skillset for the healer would be
The Medic - In your presence a random personal ally (in your presence) has a chance of being cured of one random affliction a tick (see chaos blessing) - lasts for one day
The Healer - at the cost of your essence and equilibrium you may once a day refresh either health, ego or mana of a target
The Priest - Channeling your essence in the corpse of a mortal you can bring them back to life
The Soother - Channeling soothing waves of essence in your target, you can strenghten their willpower and endurance
The Bishop - By aplying your essence you can create a new body for your fallen comrades
The Traumatologist - At a hefty essence cost you can refresh health, ego and mana of an ally (once a month, not the same day as healer)
The Doctor - In your presence all your personal allies will be hit by the medic aura. (usuable once a month, lasts a day)
but then the problem is making skillsets that do not mimic avatar powers (or avatar powers could give one or more skillsets for free)
and yes I have no idea of balance so I am sure this is overpowered.
like part of the skillset for the healer would be
The Medic - In your presence a random personal ally (in your presence) has a chance of being cured of one random affliction a tick (see chaos blessing) - lasts for one day
The Healer - at the cost of your essence and equilibrium you may once a day refresh either health, ego or mana of a target
The Priest - Channeling your essence in the corpse of a mortal you can bring them back to life
The Soother - Channeling soothing waves of essence in your target, you can strenghten their willpower and endurance
The Bishop - By aplying your essence you can create a new body for your fallen comrades
The Traumatologist - At a hefty essence cost you can refresh health, ego and mana of an ally (once a month, not the same day as healer)
The Doctor - In your presence all your personal allies will be hit by the medic aura. (usuable once a month, lasts a day)
but then the problem is making skillsets that do not mimic avatar powers (or avatar powers could give one or more skillsets for free)
and yes I have no idea of balance so I am sure this is overpowered.
Xenthos2008-04-27 17:56:05
QUOTE(Anisu @ Apr 27 2008, 01:42 PM) 506649
It would sorta be cool if they just made skillsets for demigods like they have for ascendants (ascendants would also have access to these of course), and like with ascendants you would have to invest essence into them
AAAAAAAAAaaaaaaaaaaaaaaagggggggggh.
Unknown2008-04-27 18:35:36
QUOTE(Xenthos @ Apr 27 2008, 01:56 PM) 506654
AAAAAAAAAaaaaaaaaaaaaaaagggggggggh.
Tell us how you really feel.
Unknown2008-04-27 19:03:14
Oh god no more skills needing essence to learn, I just reached fabled Ascendance a few days ago, and from virt - fabled, it's more or less 800 meditations, which is 24,000,000 essence for -one- rank.
Neat idea though, though I'd prefer bonding to a Seal more than Fates.
Neat idea though, though I'd prefer bonding to a Seal more than Fates.
Xenthos2008-04-27 19:05:24
QUOTE(Sojiro @ Apr 27 2008, 03:03 PM) 506672
Oh god no more skills needing essence to learn, I just reached fabled Ascendance a few days ago, and from virt - fabled, it's more or less 800 meditations, which is 24,000,000 essence for -one- rank.
Neat idea though, though I'd prefer bonding to a Seal more than Fates.
Neat idea though, though I'd prefer bonding to a Seal more than Fates.
The last ranks are 24, 27, and guessing 30. Aiee.
Malarious2008-04-28 02:26:55
Any changes then to the ideas that are up?
And what wuld you expect for bonding to a seal instead of a fate? Like seals effect or soemthing with some other minor changes?
Life:
+1 con racial
+10% max health?
War:
+1 str racial
+10% damage
Those are really minor effects but there could e some flavour things.. like Life might also allow raising someone, etc.
And what wuld you expect for bonding to a seal instead of a fate? Like seals effect or soemthing with some other minor changes?
Life:
+1 con racial
+10% max health?
War:
+1 str racial
+10% damage
Those are really minor effects but there could e some flavour things.. like Life might also allow raising someone, etc.
Arin2008-04-28 09:54:51
QUOTE(Anisu @ Apr 28 2008, 03:42 AM) 506649
It would sorta be cool if they just made skillsets for demigods like they have for ascendants (ascendants would also have access to these of course), and like with ascendants you would have to invest essence into them
Oh? Anybody know what's in the skillset or is this a top secret?
Shiri2008-04-28 10:00:26
Anisu: in addition to Xenthos' sentiments - with the weak stuff included in the lower levels of ascendance (only 2 powers that are worth it so far, plus flight I guess) I don't think they're willing to "push" this kind of thing. With that in mind there isn't room for multiple skillsets of powers that are worth anything, and there isn't much point if the powers aren't worth anything. Lots of work, little reward and very few people are going to be able to use it.
That said it would be nice if there was something for demigods to work for. I don't know what that would be that they wouldn't just have put in ascendance instead though.
That said it would be nice if there was something for demigods to work for. I don't know what that would be that they wouldn't just have put in ascendance instead though.
Malarious2008-04-28 10:49:01
Yeah demi's want something to work toward.. theres nothing for us at demigod right now. A skillset would be a major sink.. but even being able to bond to a fate and or seal would help.
AKA: I suppose the give demigods a purpose movement
AKA: I suppose the give demigods a purpose movement
Shiri2008-04-28 10:55:38
Bonding with a fate or seal isn't something to work towards. 10M essence is a short-term goal, not a continuous long-term one.
Malarious2008-04-28 11:00:34
QUOTE(Shiri @ Apr 28 2008, 06:55 AM) 506977
Bonding with a fate or seal isn't something to work towards. 10M essence is a short-term goal, not a continuous long-term one.
I am open for longer term ones.. but 10M is a good starting goal. Even having a list of powers you can buy when you bond to a fate would work.. its not a skillset as everyone can tell what powers you can get but it would give you something to invest in for awhile.
Anisu2008-04-29 16:05:04
QUOTE(Shiri @ Apr 28 2008, 12:00 PM) 506973
Anisu: in addition to Xenthos' sentiments - with the weak stuff included in the lower levels of ascendance (only 2 powers that are worth it so far, plus flight I guess) I don't think they're willing to "push" this kind of thing. With that in mind there isn't room for multiple skillsets of powers that are worth anything, and there isn't much point if the powers aren't worth anything. Lots of work, little reward and very few people are going to be able to use it.
That said it would be nice if there was something for demigods to work for. I don't know what that would be that they wouldn't just have put in ascendance instead though.
That said it would be nice if there was something for demigods to work for. I don't know what that would be that they wouldn't just have put in ascendance instead though.
Well first of all I hate when skillsets get designed with a bunch of useless skills, and I do not know the ascendant skills but the essence sink that is that skillset does keep you hunting and stuff. Not all of us are interrested in Domoths, or indeed not all even are capable of participating in it. Some of us are not even interrested in PVP so things like Zap are just dancer props for us.
I personally like a wide variety of choice, I rather like to be a demigod with benevolent skills (I would give up Zap for a healing skill if I could) while others want to be warrior demigods and others influencing and whats not.
Alternatively to skillsets I would prefer the system they use for planetside skills then
The system I am talking for would be like this:
You have 15 'divine' points and can purchase skills as long as you have points.
A normal rezz skill would require 10M essence and deduct 2 points
A soul rezz skill would for example cost 10M essence and will deduct 3 points and requires the normal rezz skill.
An enhanced zap skill would cost 10M essence and will deduct 5 points
A zap damage change would cost 10M essence and will deduct 2 points
A magical damage resistance shield would cost 10M essence and will deduct 4 points (only one such skill can be purchased)
A fire damage resistance shield would cost 10M essence and will deduct 4 points (only one such skill can be purchased)
You can forget a skill to get divine points back, but you can only forget one skill a month. (to prevent changing skills in the middle of combat)
Disclaimers:
- the damage resistance is just to illustrate exclusion skills and are not things I would like to see added
- the costs and total divine points are not really meaned to be an informed suggestion.
Celina2008-04-29 16:21:40
QUOTE(Xenthos @ Apr 27 2008, 12:56 PM) 506654
AAAAAAAAAaaaaaaaaaaaaaaagggggggggh.
My sentiments exactly. The whole "you can't meld in my presence, haha" thing that ascendants can do makes me want to throw babies. I thought the point of all these changes was to balance things...hence the Demigod nerf. Buffing them with a horde of passives seems to contradict this.
Anisu2008-04-29 16:29:33
QUOTE(Celina @ Apr 29 2008, 06:21 PM) 507308
My sentiments exactly. The whole "you can't meld in my presence, haha" thing that ascendants can do makes me want to throw babies. I thought the point of all these changes was to balance things...hence the Demigod nerf. Buffing them with a horde of passives seems to contradict this.
mainly knight demigods, and I still perceive the problem there with the knight part more then with the demigod part.
Celina2008-04-29 17:20:28
QUOTE(Anisu @ Apr 29 2008, 11:29 AM) 507309
mainly knight demigods, and I still perceive the problem there with the knight part more then with the demigod part.
I suppose I'd agree with you there. (I couldn't find the right smiley...so a cow)
Ildaudid2008-04-29 18:48:32
People, instead of worrying about how terrible a knight is in fullplate (meaning they took forging because they had to instead of a profit making skill) or demigod knights, how about non knights look into their skills and try to upgrade instead of this constant barrage of nerf knights nerf knights.
Knights miss... ALOT
Knights have to do deepwounds to get afflictions
Knights have to actually get a "die-roll" even when the wounds are where they need to be to then achieve the affliction (ex. critical wounds NEVER means you will get an amputate, it just gives the slim chance (even with maneuvers that they may) )
Knights have to rune their weapons to obtain comparable damage to some of the other classes.
Knights have a usless trans skill in (of all things) combat, called Shieldstun. It cannot be feasable used by knights because a knight has to relax grip to unwield a shield and regrip when they use a weapon again.
Knights are not offered artifacts that increase damage by a % rate (ex +15% magical damage arti)
Knights have stancing/parrying/rebounding to further hinder their chances on hitting
Knights "hack up/hack down/swipe/swing/slice" again have only a small chance of hitting the area they are trying to hit. Hack down does not = slitthroat/behead as much as it will = slice chest/gut
Knights don't get shield runes which give a 65/65 bonus to a cudgel/staff/symbol/etc.
The max a knight can get on regular plate is combined 179 or 180 (optimal 89/89 or 90/90) on fullplate it is 218 (optimal 109/109)
So if someone with basic robes gets say 40/40 robes, and has a shielding rune.... wham 105/105 and they can proof the robes.
So can we please let it go with the knights are so damn good?? They already have been nerfed by incessant complaining through the years.... and the final straw (for me) was when people lost weapons they had since the beginning of the game because they did too much damage. But never as much as someone with 22+ int with 15% magic arties did.
So..... shush and work on fixing your own guilds instead of shitting on 4 of them simultaniously.
(an no celina and anisu this isn't directed right at you two at all... it is just seeing these whole knight complaints over and over and over have irked me one to many times.... I still ya both)
edit - and nejii if ya want ya can just move this to rants too... cuz thats basically what it is
edit edit - I made a copy of it to LoR4
Knights miss... ALOT
Knights have to do deepwounds to get afflictions
Knights have to actually get a "die-roll" even when the wounds are where they need to be to then achieve the affliction (ex. critical wounds NEVER means you will get an amputate, it just gives the slim chance (even with maneuvers that they may) )
Knights have to rune their weapons to obtain comparable damage to some of the other classes.
Knights have a usless trans skill in (of all things) combat, called Shieldstun. It cannot be feasable used by knights because a knight has to relax grip to unwield a shield and regrip when they use a weapon again.
Knights are not offered artifacts that increase damage by a % rate (ex +15% magical damage arti)
Knights have stancing/parrying/rebounding to further hinder their chances on hitting
Knights "hack up/hack down/swipe/swing/slice" again have only a small chance of hitting the area they are trying to hit. Hack down does not = slitthroat/behead as much as it will = slice chest/gut
Knights don't get shield runes which give a 65/65 bonus to a cudgel/staff/symbol/etc.
The max a knight can get on regular plate is combined 179 or 180 (optimal 89/89 or 90/90) on fullplate it is 218 (optimal 109/109)
So if someone with basic robes gets say 40/40 robes, and has a shielding rune.... wham 105/105 and they can proof the robes.
So can we please let it go with the knights are so damn good?? They already have been nerfed by incessant complaining through the years.... and the final straw (for me) was when people lost weapons they had since the beginning of the game because they did too much damage. But never as much as someone with 22+ int with 15% magic arties did.
So..... shush and work on fixing your own guilds instead of shitting on 4 of them simultaniously.
(an no celina and anisu this isn't directed right at you two at all... it is just seeing these whole knight complaints over and over and over have irked me one to many times.... I still ya both)
edit - and nejii if ya want ya can just move this to rants too... cuz thats basically what it is
edit edit - I made a copy of it to LoR4
Unknown2008-04-29 19:06:53
Replying here as LoR is for ranting.
Anytime a mechanic has a random element to it, balancing it becomes a pain. The reason for this is even though you can do comparisons based on average results these do not give much comfort in real situations. Just because your attacks are mitigated 10% of the time still allows for that fight where you miss 40% of your attacks. It also allows for that fight where you two shot someone. It does not matter if it can only happen a small percentage of the time, that person is still going to rant about how unfair it was. One on one fights only contain a handful of attacks (less than 100 total swings I am sure) which then only amplifies these sorts of varied results from fight to fight.
Knights are just an extreme example of lots of random rolls built into combat. You did not even bring up the issues of venom shrugging. When you add in the wide difference between a demi knight with runes and perfect weapons and a average knight these sorts of examples become even more extreme. A static class that has a 100% hit chance and/or a 100% afflict chance will always feel more "fair" to fight against no matter the real balance.
Having said that the parry and stance mechanics actually allow skill to play a very key role in combat. If you know how to exploit someones parry system you will have a huge advantage. Likewise if you are good at moving parry you can shut down an attack. It is certainly more interesting than the 100% chance static afflictions/damage that other classes do. I think the parry system adds more to combat than it takes away.
Knights have to rune their weapons to obtain comparable damage to some of the other classes.
Knights have a usless trans skill in (of all things) combat, called Shieldstun. It cannot be feasable used by knights because a knight has to relax grip to unwield a shield and regrip when they use a weapon again.
Knights are not offered artifacts that increase damage by a % rate (ex +15% magical damage arti)
Knights don't get shield runes which give a 65/65 bonus to a cudgel/staff/symbol/etc.
Shieldstun is useless for monks as well, and it does not really matter if an artifact boosts by a raw % or by changing a weapon stat, the end result is similar. The reason why runes are annoying is because forging is annoying.
The max a knight can get on regular plate is combined 179 or 180 (optimal 89/89 or 90/90) on fullplate it is 218 (optimal 109/109)
So if someone with basic robes gets say 40/40 robes, and has a shielding rune.... wham 105/105 and they can proof the robes.
Is this true? Shield stack for damage reduction purposes directly on top of armor? This seems like a stupid system to me, and feels very wrong.
QUOTE(Ildaudid @ Apr 29 2008, 11:48 AM) 507327
Knights miss... ALOT
Knights have to actually get a "die-roll" even when the wounds are where they need to be to then achieve the affliction (ex. critical wounds NEVER means you will get an amputate, it just gives the slim chance (even with maneuvers that they may) )
Knights have stancing/parrying/rebounding to further hinder their chances on hitting
Knights "hack up/hack down/swipe/swing/slice" again have only a small chance of hitting the area they are trying to hit. Hack down does not = slitthroat/behead as much as it will = slice chest/gut
Knights have to actually get a "die-roll" even when the wounds are where they need to be to then achieve the affliction (ex. critical wounds NEVER means you will get an amputate, it just gives the slim chance (even with maneuvers that they may) )
Knights have stancing/parrying/rebounding to further hinder their chances on hitting
Knights "hack up/hack down/swipe/swing/slice" again have only a small chance of hitting the area they are trying to hit. Hack down does not = slitthroat/behead as much as it will = slice chest/gut
Anytime a mechanic has a random element to it, balancing it becomes a pain. The reason for this is even though you can do comparisons based on average results these do not give much comfort in real situations. Just because your attacks are mitigated 10% of the time still allows for that fight where you miss 40% of your attacks. It also allows for that fight where you two shot someone. It does not matter if it can only happen a small percentage of the time, that person is still going to rant about how unfair it was. One on one fights only contain a handful of attacks (less than 100 total swings I am sure) which then only amplifies these sorts of varied results from fight to fight.
Knights are just an extreme example of lots of random rolls built into combat. You did not even bring up the issues of venom shrugging. When you add in the wide difference between a demi knight with runes and perfect weapons and a average knight these sorts of examples become even more extreme. A static class that has a 100% hit chance and/or a 100% afflict chance will always feel more "fair" to fight against no matter the real balance.
Having said that the parry and stance mechanics actually allow skill to play a very key role in combat. If you know how to exploit someones parry system you will have a huge advantage. Likewise if you are good at moving parry you can shut down an attack. It is certainly more interesting than the 100% chance static afflictions/damage that other classes do. I think the parry system adds more to combat than it takes away.
QUOTE
Knights have to rune their weapons to obtain comparable damage to some of the other classes.
Knights have a usless trans skill in (of all things) combat, called Shieldstun. It cannot be feasable used by knights because a knight has to relax grip to unwield a shield and regrip when they use a weapon again.
Knights are not offered artifacts that increase damage by a % rate (ex +15% magical damage arti)
Knights don't get shield runes which give a 65/65 bonus to a cudgel/staff/symbol/etc.
QUOTE
The max a knight can get on regular plate is combined 179 or 180 (optimal 89/89 or 90/90) on fullplate it is 218 (optimal 109/109)
So if someone with basic robes gets say 40/40 robes, and has a shielding rune.... wham 105/105 and they can proof the robes.
Is this true? Shield stack for damage reduction purposes directly on top of armor? This seems like a stupid system to me, and feels very wrong.