I admit I wish Mage were getting a bit more flare. A skill of Water+Fire and another of Air+Earth, doesnt seem all that enticing. I would have really loved it if the Mage could select which element they wish to focus on and their skill then changing per that, but I know that would be a lot of work. Ah well.
That's always been an issue I've had with Mage, at least thematically. I want to create the super overplayed Aggro Fire Mage, but the fact is, there was only ever one worthwhile skill (holocaust) because of high fire mitigation. Plus side, Noctusari look like pretty great Fire Mages now.
‘Least I won’t have to carry it no more. You see how bloody heavy it is?’
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
After the quite likely frustrating, drawn out event to explain why Mages can still control the four elements and why Summoners can still use demonic pacts.
<div>Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>ass, and not belonging anywhere near Antioch till he grows up."</div>
I doubt there will be an event for it. Historically, class/skill release events are way more trouble than they're worth and basically just piss everybody off because the event is so obviously on rails.
Maybe guilds will do something, if they want, but it will almost certainly be a small scale thing.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I doubt there will be an event for it. Historically, class/skill release events are way more trouble than they're worth and basically just piss everybody off because the event is so obviously on rails.
Maybe guilds will do something, if they want, but it will almost certainly be a small scale thing.
I am pretty sure we'd have the skills by now if there wasn't an event.
<div>Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>ass, and not belonging anywhere near Antioch till he grows up."</div>
Though oddly enough, people would complain if the changes went in without an event because "Imperian is just pk and RP is dead and blah blah blah."
Probably by the same people.
Its not really fair to the volunteers who are trying to make the transition cool to get crapped upon, but it is also not fair to the players who just want the cool new stuff and feel somewhat compelled because the events sound way too important for what they actually are.
Either way, please just introduce class changes without interactive events. I don't care if its a mob showing up and expounding upon it or whatever, but I do care about listening to a flood of tears about how everything is terrible from everyone. Don't make them global, just do small mini-events and keep them low key. Do not make them antagonistic to other circles in anyway.
Bob_the_Mage says, "You guys have been doing it wrong. There are other skills in mageness that aren't hailstorm. BEHOLD!" Bob_the_Mage teaches you the new hotness.
Trollio_the_Summoner says, "Hows that training wheels aeon? No one likes you." Trollio_the_Summoner teaches you how to fiyah because he has to.
Really looking forward to the upcoming release of these new classes! Also going to take this post to give a big thank you to Garryn and all the beta testers (who may or may not deserve thanks on account of spending the beta being silly ) for all their hard work. So yeah, bring on the awesome.
Indeed. Despite all my misgivings surrounding attunement, I believe both classes will be a homerun. I can't wait for the next project - even a light one, like a Defiler tweak project (hope).
<div>Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>ass, and not belonging anywhere near Antioch till he grows up."</div>
1. Mana Cost of spells are very high. 2. I'd like to attunement cost for affliction spells all reduced by one 3. Calcify doesn't last nearly as long as it should. 4. I'd like to see costs gone from wreathes for crystalbinding, but it's a far reach.
1. Probably a valid complaint. 2. Those were adjusted upwards in beta because they were ridiculous at the points where they would be at your suggestion. 3. It is set where it is because if it were any higher, Water would be overpowered. 4. Crystalbinding effects are for bursts of momentum gain, not constant benefits. You are meant to expend them with forethought, not haphazardly. If wreathes cost nothing, your class would be brutally overpowered. The class is no longer braindead about attunement gain and that was the overall point of revamping that part of the class.
<div>Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>ass, and not belonging anywhere near Antioch till he grows up."</div>
2.49 seconds per balance as wise with diadem, with most double afflictors needing 2 attunements per cast that remove the attunement. Without crystalbinding, you limit yourself to applying 1 attunement per 2.49 seconds with one afflictor. Dehydrate is the only useful one as it works without attunement requirements.
With the small pool of useful afflictions that are mostly mental, it is harder to press afflictions without using quickcast or pressuring the 25 second calcify that only adds .25 to herb balance.
Comments
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
the claims are stated - it's the world I've created
I doubt there will be an event for it. Historically, class/skill release events are way more trouble than they're worth and basically just piss everybody off because the event is so obviously on rails.
Maybe guilds will do something, if they want, but it will almost certainly be a small scale thing.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Bob_the_Mage says, "You guys have been doing it wrong. There are other skills in mageness that aren't hailstorm. BEHOLD!"
Bob_the_Mage teaches you the new hotness.
Trollio_the_Summoner says, "Hows that training wheels aeon? No one likes you."
Trollio_the_Summoner teaches you how to fiyah because he has to.
1. Mana Cost of spells are very high.
2. I'd like to attunement cost for affliction spells all reduced by one
3. Calcify doesn't last nearly as long as it should.
4. I'd like to see costs gone from wreathes for crystalbinding, but it's a far reach.
2. Those were adjusted upwards in beta because they were ridiculous at the points where they would be at your suggestion.
3. It is set where it is because if it were any higher, Water would be overpowered.
4. Crystalbinding effects are for bursts of momentum gain, not constant benefits. You are meant to expend them with forethought, not haphazardly. If wreathes cost nothing, your class would be brutally overpowered. The class is no longer braindead about attunement gain and that was the overall point of revamping that part of the class.
With the small pool of useful afflictions that are mostly mental, it is harder to press afflictions without using quickcast or pressuring the 25 second calcify that only adds .25 to herb balance.
I'm just a scrub though. The hell do I know.