Tervic2008-05-27 17:59:21
QUOTE(munsia @ May 27 2008, 10:40 AM) 515753
I think the major problem with warriors, which is largely dismissed is that the class can override adjusted balance by purchasing artifact runes, but no other class can really achieve a similar outcome. Why? How is that fair? Why can't I buy a rune to make my staff do 33% electrical damage?
Then of course when someone points out a problem (example: there are Axelords out there with big nasty artie axes that can sweep for a knockdown and hit me again during the lengthy stun in turn almost killing me from full health instantly by use of an ability that require no existing wounds or afflictions), the reply is always: It's not that Axelords are overpowered, it's that he or she has artifacts
I'm not so much opposed to the pay-for-perks scheme, but I really think it should be available to everyone.
Then of course when someone points out a problem (example: there are Axelords out there with big nasty artie axes that can sweep for a knockdown and hit me again during the lengthy stun in turn almost killing me from full health instantly by use of an ability that require no existing wounds or afflictions), the reply is always: It's not that Axelords are overpowered, it's that he or she has artifacts
I'm not so much opposed to the pay-for-perks scheme, but I really think it should be available to everyone.
Umm... It is. Warriors are just the only ones who have to tradein if they switch weapons. Magic runes go on Jewelry. Hell, if the warrior artie runes were changed to be like weaponauras to bring them on par with the +magic runes, that'd be frickin amazing. But then my weapons would decay and that would suck.
QUOTE(Eventru @ May 27 2008, 10:53 AM) 515760
As a small aside directed at Tervic, you do not need to complete every collegium task. It maxes out in the amount you're allowed to reduce, so you have to spend 3 or 3.5 hours (I forget which) as a collegium student (guild advances alone can negate this). If there's a lack of people to help with the planar quests, push them towards another one.
I try, but because its there, they think of it as "required" in some way and as such whine and moan until someone (usually not me) caves. Don't underestimate the power of operant conditioning! (rewards for quests)
Malarious2008-05-27 18:14:49
@Tervic: Regarding novices and astral..
TRANSVERSE COSMIC, LOSE, TRANSVERSE ASTRAL, clear the main room and one room in each direction, TRANSVERSE COSMIC, have him follow, TRANSVERSE ASTRAL, chant puella as needed :/
Though any quest that makes them die sucks..
TRANSVERSE COSMIC, LOSE
Though any quest that makes them die sucks..
Celina2008-05-27 18:21:57
My two issues:
After these construct changes, Celest has ended up with some rather ridiculous advantages. As it is now, there is absolutely no reason for Trueheal to exist as it does. Before it could be argued that Mag never lost xp (even though they did), so Trueheal couldn't be touched. Now, every mag will lose xp every time they die. Sacraments users now have the single best offensive(inquisition) and defensive(trueheal) skill in the game and that needs to be changed. My issue is mostly with Trueheal. Either give Necromancers something remotely comparable to it, or string it up and beat it with the nerf stick until it's fair. Turn it into passive regen and affliction curing for a set amount of time or something.
It's been mentioned before. High end warriors. They are absurd. The answer is not to give these runes to every other class. This game will become Achaea. It's one things for runes to give advantages. I think that's the point of them. It's totally another for runes to win for you, and that's what they do now when enough are stacked on one warrior. Oh, I'm sure they'll deny this and claim it's their skill, but there is no skill in 3k combos every 3 seconds or wounds that you can't even begin to hope to keep up with, with major wounding afflictions with every swing. Personally, I think the elemental runes are just dumb. The ability to change their damage types should not be allowed. It's a freaking sword, it should not set me on fire.
After these construct changes, Celest has ended up with some rather ridiculous advantages. As it is now, there is absolutely no reason for Trueheal to exist as it does. Before it could be argued that Mag never lost xp (even though they did), so Trueheal couldn't be touched. Now, every mag will lose xp every time they die. Sacraments users now have the single best offensive(inquisition) and defensive(trueheal) skill in the game and that needs to be changed. My issue is mostly with Trueheal. Either give Necromancers something remotely comparable to it, or string it up and beat it with the nerf stick until it's fair. Turn it into passive regen and affliction curing for a set amount of time or something.
It's been mentioned before. High end warriors. They are absurd. The answer is not to give these runes to every other class. This game will become Achaea. It's one things for runes to give advantages. I think that's the point of them. It's totally another for runes to win for you, and that's what they do now when enough are stacked on one warrior. Oh, I'm sure they'll deny this and claim it's their skill, but there is no skill in 3k combos every 3 seconds or wounds that you can't even begin to hope to keep up with, with major wounding afflictions with every swing. Personally, I think the elemental runes are just dumb. The ability to change their damage types should not be allowed. It's a freaking sword, it should not set me on fire.
Kiradawea2008-05-27 18:23:23
That's what I do. There are quite a few who don't though.
That also requires the novice to have learned Cosmic in Planar. Otherwise they might very well die to the damage of Nil/Celestia. Also, what use is there to have a collegium quest that youngsters can't do?
That also requires the novice to have learned Cosmic in Planar. Otherwise they might very well die to the damage of Nil/Celestia. Also, what use is there to have a collegium quest that youngsters can't do?
Malarious2008-05-27 18:25:32
I agree with what Celina means I believe.
Lich used to stop exp loss, trueheal stops death, and if you dont burn power you can use it to save yourself (just ask some certain celestines and paladins )
Lich now has exp loss, does that mean trueheal should be a little less powerful? Like maybe it shouldnt give a shield as a minor change?
I imagine Sacraments users will be wholly against changing it, and understandably, since no one like to see their skills changed especially if they have sometimes come to rely on it.
Lich used to stop exp loss, trueheal stops death, and if you dont burn power you can use it to save yourself (just ask some certain celestines and paladins )
Lich now has exp loss, does that mean trueheal should be a little less powerful? Like maybe it shouldnt give a shield as a minor change?
I imagine Sacraments users will be wholly against changing it, and understandably, since no one like to see their skills changed especially if they have sometimes come to rely on it.
Kaalak2008-05-27 18:25:49
QUOTE(Malarious @ May 27 2008, 11:14 AM) 515766
@Tervic: Regarding novices and astral..
TRANSVERSE COSMIC, LOSE, TRANSVERSE ASTRAL, clear the main room and one room in each direction, TRANSVERSE COSMIC, have him follow, TRANSVERSE ASTRAL, chant puella as needed :/
Though any quest that makes them die sucks..
TRANSVERSE COSMIC, LOSE
Though any quest that makes them die sucks..
You can do it quickly so the novices don't die. Just a minor point.
Revan2008-05-27 18:26:45
if memory recalls, there were several treads in Ideas that outlined what needs to be fixed about aetherships. Take a look at that, Esty. As for Aetherspace itself... the PROBLEM is that it's a TON of effort to field a crew together because there's very little incenive. The xp is great up until about level 70, and aetherbubles themselves are boring, isolated and there's no reason to ever want to be there except for Domoths.
I won't touch on combat too deeply, but there are very large problems regarding balance. Just to be specific for you, Estarra: Blackout is overdone. it's stackable up to insane durations (I had one instance where I had blackout for a good 40 seconds), it's curable by ONE thing that has a 20 second timer, almost every mob in the damn game gives it, and several classes can whore it like no tomorrow (Celestines with angel vapours, phial vapours and a one notorious Handmaiden, anyone?). that's just one of the major issues regarding combat.
Hmm... I have to do some things, but I'm sure I will think of some more concerns later and write them down.
I won't touch on combat too deeply, but there are very large problems regarding balance. Just to be specific for you, Estarra: Blackout is overdone. it's stackable up to insane durations (I had one instance where I had blackout for a good 40 seconds), it's curable by ONE thing that has a 20 second timer, almost every mob in the damn game gives it, and several classes can whore it like no tomorrow (Celestines with angel vapours, phial vapours and a one notorious Handmaiden, anyone?). that's just one of the major issues regarding combat.
Hmm... I have to do some things, but I'm sure I will think of some more concerns later and write them down.
Malarious2008-05-27 18:27:28
QUOTE(Kaalak @ May 27 2008, 02:25 PM) 515775
You can do it quickly so the novices don't die. Just a minor point.
That would work but if theres a mob there it might one shot the novice, hence why you check first.
Estarra2008-05-27 18:29:57
QUOTE(Revan @ May 27 2008, 11:26 AM) 515776
if memory recalls, there were several treads in Ideas that outlined what needs to be fixed about aetherships.
Excuse me, but the last major aethership update was based on those idea threads.
Kaalak2008-05-27 18:37:18
QUOTE(talkans @ May 27 2008, 09:56 AM) 515729
uberpost
I agree with Talkan's thrust that before new skillsets and expansions are introduced I'd like to see each guild's secondary skill compared with each other and tweaked so that they are all combat viable but have their own niche.
For example with Celestines:
Tarot - You get movement control (emperor, hermit, catacombs, starleaper) afflictions and a kill method (soulless).
Astrology (after the nice buff) - You get afflictions, meteors (damage kills for celestines are more viable now), support abilities (spheres buff others).
Healing - You get nice support abilities (heal afflictions, heal insanity) and some combat skills (Aurawarp and Bedevil).
Maybe Healing needs to be looked at to make Aurawarp and Bedevil more combat viable I don't know.
But I do not see any advantage to taking Runes over Telekinesis/Telepathy for example. Or any Nihilists taking Hexes.
I think Tracking is a very interesting skillset similar to Stealth and Dreamweaving for its indirect combat applications but it may need a little something to compare with Numen/Trueheal/Everything else in Sacraments.
PS: I think dreamweaving is fine. Yes I've used it successfully to kill in combat. The skillset requires creativity with its use, similar to Stealth.
Tervic2008-05-27 18:40:19
QUOTE(Malarious @ May 27 2008, 11:14 AM) 515766
@Tervic: Regarding novices and astral..
TRANSVERSE COSMIC, LOSE, TRANSVERSE ASTRAL, clear the main room and one room in each direction, TRANSVERSE COSMIC, have him follow, TRANSVERSE ASTRAL, chant puella as needed :/
Though any quest that makes them die sucks..
TRANSVERSE COSMIC, LOSE
Though any quest that makes them die sucks..
I think Kiradewa outlined my response, but very often the one who ends up taking them to astral can't handle the astral mobs themselves, and nobody to my knowledge has yet requested that someone clear astral so that it's save for novices. Astral is a -high level- area. It was intended for >75, not <30. It's even worse for the communes (at least, prior to the constructs, but it's still sucky 'cause the constructs can poof) who can't even get to Astral in a reliable manner. I was under the impression that the collegium quests were to emphasize things that every novice should know (and I especially applaud the healing quest. It's quite well done, at least in Celest), and I really don't think that Astral is or should be one of them. Odds are they're never going back to astral for a solid RL month.
Kaalak2008-05-27 18:42:20
QUOTE(Malarious @ May 27 2008, 11:25 AM) 515774
Lich used to stop exp loss, trueheal stops death, and if you dont burn power you can use it to save yourself (just ask some certain celestines and paladins )
Lich not has exp loss, does that mean trueheal should be a little less powerful? Like maybe it shouldnt give a shield as a minor change?
Lich not has exp loss, does that mean trueheal should be a little less powerful? Like maybe it shouldnt give a shield as a minor change?
I agree Lich and Trueheal should be examined and balanced off of each other.
Estarra2008-05-27 18:49:28
The two things I've heard mentioned more than once were the Avenger System and Aetherspace. I've started separate threads on each to specifically discuss those issues. I've also apprised the envoys that we are open to looking at specific skillsets for special reports (please, please contact your envoys and let them know what you think should be looked at and why--also, if your envoys aren't doing a good job, please let the guild patron know--we have removed ineffective envoys before).
Carry on!
Carry on!
Unknown2008-05-27 18:49:33
Someone else said about expanding the outer planes, and that would be a great idea.
Add more areas to the ethereal, elemental and cosmic planes. Not necessarily for bashing, but for influencing too! Make the mountain of madness stand in the middle of the Desert of Solitude with some nifty things there. Same with a secret glacier or more underground water caves or what have you! Add more places on the Cosmic places with small things. Same with both Etherglom/wilde and Faethorn. Maybe add a small bashing area where Etherglom/wilde can get some more essence and a place in Faethorn to influence more Fae. This also gives a little more to RP.
Not everything should be bent around combat. Give more to players who don't fight and rather bash or influence their hearts content.
Add more areas to the ethereal, elemental and cosmic planes. Not necessarily for bashing, but for influencing too! Make the mountain of madness stand in the middle of the Desert of Solitude with some nifty things there. Same with a secret glacier or more underground water caves or what have you! Add more places on the Cosmic places with small things. Same with both Etherglom/wilde and Faethorn. Maybe add a small bashing area where Etherglom/wilde can get some more essence and a place in Faethorn to influence more Fae. This also gives a little more to RP.
Not everything should be bent around combat. Give more to players who don't fight and rather bash or influence their hearts content.
Unknown2008-05-27 19:02:25
QUOTE(Estarra @ May 27 2008, 04:56 PM) 515730
That's exactly the kind of comment that drives us nuts. What class imbalances and why mainly wiccans/guardians? I don't see it so please be specific!
If there is an issue, that certainly can be easily fixed (though a bit vague of how it can be stacked/whored). But is that really the only specific imbalance you see that needs addressing? I know there must be more!
If there is an issue, that certainly can be easily fixed (though a bit vague of how it can be stacked/whored). But is that really the only specific imbalance you see that needs addressing? I know there must be more!
Wiccans/Guardians - compare Moondancers/Shadowdancers/Celestines/Nihilists to the classes today. Warriors have been greatly improved and have been around as long as these classes. Bards have the capacity to afflict much, much better than guardians/wiccans now (which are apparently the 'affliction' classes). Yet a problem persists with these classes is that they need to rely on cheap tricks rather than class skill to win fights (Moondancers being able to force smoke coltsfoot/doublewhammy sleep sleep for a straight up sleep with no kafe, or being able to strip metawake whilst the target is off balance. This -was- attempted at being fixed however the suggestion was ignored for some reason,( Xenthos submited)) (Shadowdancers - choke, yet no fix was implimented) (Celestines - vapors/soulless, heretic/infidel/inquisition) (Nihilists- hunger/power draining?? Not sure...biasm aside I don't think this class has any cheap skills/tricks to abuse like the others.) A main problem also with these classes is exactly what Talkan stated, there is only one really good tertiary skillset for each class, barring Nihilists. A Celestine is going to be weak if they choose healing or astrology compared to tarot. I have yet to see a Moondancer use astrology or healing to kill anybody top tier as compared to hexes (and even so I feel Moondancers are jacked using hexes with the extreme power cost and availability of hexes available). Same with shadowdancers, except they have use of choke which extremely favors the Shadowdancer in use due to passives which never cease to attack in choke. Nihilists can be good with both tarot and astrology however are utter junk with hexes. Another problem with each of these archtypes is that they rely on 'burst afflicting' in order to achieve results desired.
Malarious2008-05-27 19:07:18
QUOTE(Kaalak @ May 27 2008, 02:42 PM) 515782
I agree Lich and Trueheal should be examined and balanced off of each other.
*waits for celest to boot him*
What thoros said regarding guardians/wiccans..
I still maintain if you give cacophony an alternative kill condition (and I dont mean the timed insta earwort fully stops..) I would rather be a caco 100% of the way.. only the RP is better as a Nihilist at that point.
Malarious2008-05-27 19:08:29
QUOTE(Estarra @ May 27 2008, 02:49 PM) 515788
The two things I've heard mentioned more than once were the Avenger System and Aetherspace. I've started separate threads on each to specifically discuss those issues. I've also apprised the envoys that we are open to looking at specific skillsets for special reports (please, please contact your envoys and let them know what you think should be looked at and why--also, if your envoys aren't doing a good job, please let the guild patron know--we have removed ineffective envoys before).
Carry on!
Carry on!
Kaalak2008-05-27 19:19:31
QUOTE(Malarious @ May 27 2008, 12:07 PM) 515800
*waits for celest to boot him*
Been tried more than once. I'm still here!
Anyway to other Lusternia Focus things that are not skillset combat related. As in "things I'd like to see in the next year".
+ BACKGROUNDS -- Minor racial customization that gives the character a rp link to the lusternia world.
http://forums.lusternia.com/index.php?showtopic=15239. Yes its Minor but I think it would be fun.
+ Gaudiguch/Hallifax -- We've been talking about them for years. Literally. I suspect with the new monk/bard guilds
we may not have the player base to sustain one more city with one guild, BUT I would like to see more from at least one of these places.
For example: Ruins of a Gaudiguch outpost that could be merged into Gaudiguch specific bashing grounds when the city
comes out in 2015. This area would be a conflict zone of sorts, where if a member of a city/commune wins an influencing
battle/capture the flag/whatever, the area becomes a dedicated bashing ground for the winning commune temporarily.
The NPCs of this area would become hostile and team when a member not of the winning organization enters the area. Perhaps the NPCs patrol a minor stretch of the roads and attack members of other organizations on sight as well.
Unknown2008-05-27 19:19:44
Can I take a brief moment to rebump my Ascendance thread here?
Really, at this point, I'd just like to ask the Admin to reconsider Ascendant death now, given the recent changes. Previously, an Ascendant lost no xp every time they died, barring heartstop. This, in my opinion, was balanced with the fact that the Ascendant can spend either 15 minutes sitting to reform -or- they can spend 500,000 essence in order to raise themselves instantly. Now, Ascendants lose 50,000 essence per death each and every time, yet they still have to wait 15 minutes or spend 500k essence. Compared to demigods, who lose 50k essence on death, who don't eventually reform yet only have to spend (I believe) 75,000 essence to instarez, there seems to be an inherent imbalance costwise. Not to mention, most Ascendants will have spent their essence on Ascendance, which means they usually don't have all that much essence to begin with, on top of the fact that 500k essence is about a full Muud trip and a half each time, which isn't exactly a cakewalk. So, all I ask is that perhaps Ascendants can get a reduction in their instarez cost to maybe 100k -or- a reduction in their reform time to maybe 5-7 minutes instead.
tl;dr: Ascendant death sucks, reform is too long or instarez is too costly compared to demis, fix either plz.
I guess I'll post on more stuff later, too.
Really, at this point, I'd just like to ask the Admin to reconsider Ascendant death now, given the recent changes. Previously, an Ascendant lost no xp every time they died, barring heartstop. This, in my opinion, was balanced with the fact that the Ascendant can spend either 15 minutes sitting to reform -or- they can spend 500,000 essence in order to raise themselves instantly. Now, Ascendants lose 50,000 essence per death each and every time, yet they still have to wait 15 minutes or spend 500k essence. Compared to demigods, who lose 50k essence on death, who don't eventually reform yet only have to spend (I believe) 75,000 essence to instarez, there seems to be an inherent imbalance costwise. Not to mention, most Ascendants will have spent their essence on Ascendance, which means they usually don't have all that much essence to begin with, on top of the fact that 500k essence is about a full Muud trip and a half each time, which isn't exactly a cakewalk. So, all I ask is that perhaps Ascendants can get a reduction in their instarez cost to maybe 100k -or- a reduction in their reform time to maybe 5-7 minutes instead.
tl;dr: Ascendant death sucks, reform is too long or instarez is too costly compared to demis, fix either plz.
I guess I'll post on more stuff later, too.
Morgfyre2008-05-27 19:24:03
QUOTE(Thoros LaSaet @ May 27 2008, 12:02 PM) 515799
Wiccans/Guardians - compare Moondancers/Shadowdancers/Celestines/Nihilists to the classes today. Warriors have been greatly improved and have been around as long as these classes. Bards have the capacity to afflict much, much better than guardians/wiccans now (which are apparently the 'affliction' classes).
That Warriors and Bards have been upgraded isn't a logical basis for Wiccan/Guardian upgrades. If you're trying to balance you can't buff classes across the board or you'll be right back where you started.
QUOTE
Yet a problem persists with these classes is that they need to rely on cheap tricks rather than class skill to win fights (Moondancers being able to force smoke coltsfoot/doublewhammy sleep sleep for a straight up sleep with no kafe, or being able to strip metawake whilst the target is off balance. This -was- attempted at being fixed however the suggestion was ignored for some reason,( Xenthos submited)) (Shadowdancers - choke, yet no fix was implimented) (Celestines - vapors/soulless, heretic/infidel/inquisition) (Nihilists- hunger/power draining?? Not sure...biasm aside I don't think this class has any cheap skills/tricks to abuse like the others.)
QUOTE
A main problem also with these classes is exactly what Talkan stated, there is only one really good tertiary skillset for each class, barring Nihilists. A Celestine is going to be weak if they choose healing or astrology compared to tarot. I have yet to see a Moondancer use astrology or healing to kill anybody top tier as compared to hexes (and even so I feel Moondancers are jacked using hexes with the extreme power cost and availability of hexes available). Same with shadowdancers, except they have use of choke which extremely favors the Shadowdancer in use due to passives which never cease to attack in choke. Nihilists can be good with both tarot and astrology however are utter junk with hexes. Another problem with each of these archtypes is that they rely on 'burst afflicting' in order to achieve results desired.
I need something more specific than just naming whole skillsets you think suck, like abilities that are ineffective and need to be boosted, or abilities that are too good and need to be toned down. If a specific skillset is not good with a particular guild, what would make it better?