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Post by Gravius on Oct 20, 2004 10:35:47 GMT -5
As for the month long event, I don't know how anyone could do that, let alone pay for it. Outside life is required, and then... well, I just think that a weekend is enough. I need to recover from a weekend, I can't imagine a week or a month. As for warlocks, I agree. They're pretty powerful in their own right as it is without the old lore. But now wizards get those negates, so I don't know how to rate them in the spectrum of things...
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Post by Atrus Rand on Oct 20, 2004 14:16:05 GMT -5
In true persepective, I think if we could expand the weekend just a little bit.
Arrive at 2 or 3, event starts at 4 or 5. Sunday event ends at 5 or 6 (Maybe earlier).
I brought this up with my brother once, and he said extending the weekend to any extent (a month?!) would bring unneeded strain on the writers.
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Post by Wallace MacBix on Oct 20, 2004 15:37:15 GMT -5
okay i understand what you mean about the warlocks, and when the had hollow ground (a ground that could be made for any spell, ie windgust ground or dominate ground). but i still was planing on someday (in the far, far future) bring in a beardon wizard, even before negate. also wizards get kick ass rituals. only thing between the two is if a wizard gets hit with fatal lore hes a gonner, where as a warlock can parry.
also nop wizards get 4 spells a rank a warlock gets 3, and a wizard gets these spells that a warlock doesn't: command spirit, command elemental, unravel (if its still a spell), move, fatigue, hold portal, fly, petrify.
where as a warlock gets these that a wizard doesn't: hobble, feeze/burn limb, web
so its 8 to 3. sure some of them might only beusefull sometimes but they still prove to be good. personaly i like wizards over warlocks (than again for me its going to the complete opposite end of the spectrum, warrior= front line melee, wizard= front line spell chuckers)
than again it all goes down to personal prefernse. and now thanks to negate a warlock would have a really hard time beating a wizard, if the wizard saw the warlock coming that is.
but i love your idea of the elemtal preference. that'd be amazing, but if that was to happen i think the wizard would need to be weak against the opposite of their chosen preference, to try and ballance it out. if a wizard could cast 3 of the elements than i think it should be weak to the one it can't. or mabye imune to the one it is prefered.
or better yet.... have a ritual that granted imunity to one element for a day. and the wizard could only cast the imunity of their chosen element. so a fire wizard could cast "fire shield" as a ritual. ice - "ice shield" , ect. i think that'd be a cool ritual. mabye replacing ice prison or teleportation. i've seen teleportation once and i don't see the total logic behind it. in the books it says that game is supose to stop while the person is teleporting, which seems logical but not practical. yet when i saw someone teleport they put on the white head band and started runing and people were allowed to follow, practical yes, logical not really. but i understand why. and ice prison i've just never seen used. and replacing it with either ritual would make it 5th rank so only a decidated wizard (which there are very few of) would ever get to see. and even if you did it only granted imunity to your element.
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Brian K
-Scholar-
I'll show you crazy!
Posts: 64
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Post by Brian K on Oct 20, 2004 22:33:05 GMT -5
and your still arguably the most powerful trade, deal with it. We're arguably the most powerful, sure. If you want to argue it, but we're in fact the slowest to advance. We need so many more genetics than most other trades need, and it's SOP for warlocks to start maxing out their mana between third and fourth rank. So, say, a wizard ranks up and needs to learn two more mana. A warlock ranks up and he needs to learn two more mana and another body usually. Sure, doesn't seem like much, but that's five more status which comes to at least two more months PCing or another month NPCing, in addition to the time spent getting the two mana. It's a real pain. /rant *ahem* Anyway, about your idea on the Immunity ritual. That's a really cool idea, but I was thinking instead of having it be specialized why not something like this: Elemental Resistence (Fire, Ice, Electricity, and Earth)Duration: 1 Day Recipient: Character Components: (R) (R) Elemental Resistence grants a single character limited resistence against one type of elemental damage chosen at casting. When the effected character is dealt damage from an elemental source, half of that damage (rounded down) is subtracted. Example: Corey Logan casts Elemental Resistence (Fire) on Orion before going into battle. A flame hound uses Flare on Orion, so it only deals 3 (base 5 - 2 damage). After that, an enemy wizard casts Ice Spear on Orion. Since Orion's only protected against fire damage, he takes the full 10 damage. A character can only have one type of Elemental Resistence cast on them at a time. Elemental Resistence does affect barriers, though they still deal a considerable amount of damage. That way, we don't get things like how the bards hoard Ballad-proof. If it grants total immunity, suddenly a quarter of the EP spells are useless on that person. Then again, that's just my humble opinion
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Post by Wallace MacBix on Oct 21, 2004 14:37:24 GMT -5
true but the one half thing could be a bit hard to memorize/use on the spot. also for the reason of everyone getting it should be for 5th rank wizards only (is corey the only 5th rank wizard?) and for their element only, this way to also try to limit its godlyness.
and what nop sujested the wizards get elemental perferance it would still allow the wizards to deal damage to someone who is imune to their perfered spell. Also it means that people have to do more counting in their head.
I've never been a spell caster but i have a feeling its hard to rememeber everything, between armor, hide, body, mana, ect. also usualy a spell caster isn't alone, so the melee portion of a standing or modual could still deal damagae. and the ritual still only blocks from the 3 elemental paths (there are many other ways to hurt something).
I just think it would be hard for someone (especaily someone new, or someone with many different charcters) to go in their head okay 15 ice. 15/2 = 7.5 = 7 and 15 - 7 = 8. 8 ice damage *ouch* and warlocks as stated above can still use melee if thier path is blocked. hmmmm and would it block the Elemental Vials? man all this makes me want to make my wizard sooner, but he must wait for at least another year or two.
also does anything in our realm have mindstrike (5 mental) or mindblast (10 mental)? just curious if there is mental damage in our realm.
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Post by Gravius on Oct 21, 2004 16:22:33 GMT -5
Corey isn't a master yet, or at least not that I'm aware of. No, I believe mindstrike and mindblast are a psionist's abilities and aren't in the Rot5. I could be wrong. Edit: Apparently I am wrong. But why haven't I seen it?
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Brian K
-Scholar-
I'll show you crazy!
Posts: 64
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Post by Brian K on Oct 21, 2004 21:06:36 GMT -5
Actually, Mindstrike and Mindblast are in the realm. Certain Shaggothes get them I think, but I know I was hit by it before. Ouch. Lots of ouch.
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Post by Damia on Oct 21, 2004 22:20:47 GMT -5
yes, alpha shaggothes also get mind strike and mind blast. Also, because these are mental attacks, they dont affect armor, and can be will powered
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Post by Wallace MacBix on Oct 21, 2004 23:03:12 GMT -5
sweet i didn't know they could be will powered, can they be doubled/true aimed/quickcasted like other spells?
what about an action or alchmey that made you immune to one (or all) types of damage for about 5 or 10 sec. and better yet to off set it, the person using said action or alchmey could recieve 1 damge per second from the use of said lore.
Name: Hero's Death Duration: 10 seconds. Effect: Imune to all forms of damage and lore for 10 seconds. Recieve one body damage each second for 10 seconds. Rank: 4th or 5th
comments?
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Post by Atrus Rand on Oct 22, 2004 11:55:51 GMT -5
It kinda kills itself, really. And Hero's Stand seems to have it's own charm to it.
If they were going to be immune to damage, why take away 1 per second anyway. Basically just after 10 seconds of usage, you then take 10 damage.
Also, if you use Hero's Death, then immediately use Hero's Stand, your basically invincible for 10 seconds then get to go on a rampage for even longer even if taking heavy damage.
Just me opinion, mate!
"Thankee-sai. You have spoken true." - Roland
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Post by Wallace MacBix on Oct 22, 2004 13:55:23 GMT -5
lol doesn't mean that calivers have to get it heh. or and being a higher rank action means that less people get it, i mean there are only 2 master warriors, and no master wizards, and other such things. also a repel or a footsnare or a knockback, because the person is imune to damage no to status affecting things, but they would be imune to posion because it's affect is damage and slice limb and break limb, but repel and knockback and such could easily take care of that.
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Post by faust on Oct 23, 2004 0:27:29 GMT -5
Several things:
- When Ballad Proof came out, Rogues had it at 3rd rank at my urging. When it was replaced by Locate (a better Rogue ritual), it was offered to the Wizards. The Wizards at the time refused it.
- Elemental Resistance Ritual - Math sucks, battle math sucks even worse, and who wants to stand on a battle field arguing the amount of damage that a spell has done? If you read through the rituals that counteract things, they *completely* counteract. There is no doing this halfway. And to have a ritual that would make someone completely immune to a spell would be unbalancing. (The ballad of this effect is not unbalancing, for it requires a character to be singing and concentrating, taking a person out of the battle situation.)
- Hero's Death action - The major problem would be people acting immune to damage. I can sense some dangerous fighting here as people barrel through lines "immune" to damage swinging at everything and everyone. The word "rampage" is a clue to this.
- Mindblast and Mindstorm can be Quickcasted, True Aimed, and Doubled. Alpha Shaggothes and the Psygehn named Kuhr have those spells. (I know Kuhr has it because he is one of my NPCs.)
- Teleportation is a good escape ritual. The game *does not* stop for someone in it. As for Ice Prison, there are reasons for this ritual remaining.
You see, not every action, spell, prayer, knowledge, ritual, or trap is there for the complete benefit of the PC. Some of these were developed as devices for the NPCs to use in entertaining the PCs. (One example is the action, True Aim. This was originally developed for NPCs because they will not always have a packet for every occassion and are generally fighting a numbers down encounter.)
If we are to get into a debate about the most powerful guild, it would not be a warlock. In my opinion, it would be a bard.
- Diverse range of ballad effects, both offensive and defensive. - 4 defensive actions (2 parrys, 2 dodges), 2 recovers, 2 different eludes - Tight ritual chart (2 action regaining rituals, 1 ritual time reduction ritual, mana misdirection, ballad proof, and other support rituals) - Poison chart
I will say that this is only my opinion and by no means is it completely foolproof. I could make an excellent argument for Runecasters (whose runes can make or break adventures), Warlocks (whose offensive capabilities and battle management lore are quite formidable), Druids (whose spell selection and rituals are enough to scare the crap of most things), and even Warriors (whose 5 parrys and 4 fatal actions, along with armor and weapon skills combined with support rituals make them a very hard nut to crack on the battle).
Moreover, my point is that any trade is powerful, you just have to take the skills and make them your own. Let them be part of the character, not what the character is based on.
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Post by Wallace MacBix on Oct 24, 2004 10:43:56 GMT -5
Several things: - When Ballad Proof came out, Rogues had it at 3rd rank at my urging. When it was replaced by Locate (a better Rogue ritual), it was offered to the Wizards. The Wizards at the time refused it. - Elemental Resistance Ritual - Math sucks, battle math sucks even worse, and who wants to stand on a battle field arguing the amount of damage that a spell has done? If you read through the rituals that counteract things, they *completely* counteract. There is no doing this halfway. And to have a ritual that would make someone completely immune to a spell would be unbalancing. (The ballad of this effect is not unbalancing, for it requires a character to be singing and concentrating, taking a person out of the battle situation.) - Hero's Death action - The major problem would be people acting immune to damage. I can sense some dangerous fighting here as people barrel through lines "immune" to damage swinging at everything and everyone. The word "rampage" is a clue to this. - Mindblast and Mindstorm can be Quickcasted, True Aimed, and Doubled. Alpha Shaggothes and the Psygehn named Kuhr have those spells. (I know Kuhr has it because he is one of my NPCs.) - Teleportation is a good escape ritual. The game *does not* stop for someone in it. As for Ice Prison, there are reasons for this ritual remaining. You see, not every action, spell, prayer, knowledge, ritual, or trap is there for the complete benefit of the PC. Some of these were developed as devices for the NPCs to use in entertaining the PCs. (One example is the action, True Aim. This was originally developed for NPCs because they will not always have a packet for every occassion and are generally fighting a numbers down encounter.) If we are to get into a debate about the most powerful guild, it would not be a warlock. In my opinion, it would be a bard. - Diverse range of ballad effects, both offensive and defensive. - 4 defensive actions (2 parrys, 2 dodges), 2 recovers, 2 different eludes - Tight ritual chart (2 action regaining rituals, 1 ritual time reduction ritual, mana misdirection, ballad proof, and other support rituals) - Poison chart I will say that this is only my opinion and by no means is it completely foolproof. I could make an excellent argument for Runecasters (whose runes can make or break adventures), Warlocks (whose offensive capabilities and battle management lore are quite formidable), Druids (whose spell selection and rituals are enough to scare the crap of most things), and even Warriors (whose 5 parrys and 4 fatal actions, along with armor and weapon skills combined with support rituals make them a very hard nut to crack on the battle). Moreover, my point is that any trade is powerful, you just have to take the skills and make them your own. Let them be part of the character, not what the character is based on. wow i didn't even realize that there was an elemantal resistance ballad. and you made a lot of true points. and about bards being the strongest trade i still think its hard to pin point an trade stronger than the other, like you said any trade can be incridbly hard to take down. a 5th rank bard could take anything thing down 1vs1 as long as it didn't have ballad proof (and depending on race it could do that several times). but a 5th rank warrior could be able to win a 1vs3 with all of their offensive actions and parrys. and alchmists can do many things thanks to all of their aclhmey. every situation shows that a different trade is better. i do agree with you about runecasters, i think they are the most balanced trade. when i first actualy looked at their chart i was cursing saying why the .... do they get all those things. all the irons, mana misdirect, locate, barriers, a bunch of runic rituals, their runes (which can do an amazing ammount of things). and their knowledges and everything. than when i thought about it more they are the jack of all trades, basicly. not perfect in any one situation but good in all of them. i'm still sticking by my idealogy that every trade is needed for complete balance and butt-kicking. sure even a warrior could stand in the 2nd rank and fire arrows, but why when a ranger would be better suited. every trade has a place in battle and each of those places is needed.
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Post by guyphillips on Oct 24, 2004 21:15:22 GMT -5
just one sidenote real quick. mind strike and mindblast have been eratta'ed. they are no longer mental damage but instead psychic damage that still bypasses armour but cannot be stopped by willpower. "why?" you might ask. well, maybe to spite me for choosing the only combat class with two of them.
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Post by Wallace MacBix on Oct 25, 2004 15:28:47 GMT -5
wonderful..... oh well as long a i have my shield i don't mind them that much. okay what about this a ritual or rune that could stop anything (once) weather it be melee action, spell, heavy weapon and if it was a ritual it could be activated whenever the recipiant wished, i know thats going a bit far but i'm starting to run out of ideas.
but heres something robin told me a long time ago, but doesn't feel like posting it himself. when you master your trade you can pick a sub-trade to learn things from. thus multiclassing and getting more things and opening up new "titles" like assiasians, or knights, or dragoons. where you could learn 1/2 of the normal lore each rank. robin if you read this please elaborate its been a while since you talked about it.
yay thought of something, is there a rune that stops the effect of a glyph? or the effect of a posion? and what about elemental resistance alchmey? for 10 mins be imune to 1 element, could be a 4th or 5th rank paste.
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