Incoming Update

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TheLier
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Re: Incoming Update

Unread post by TheLier »

burbles wrote:
Rhifox wrote:
TheLier wrote:Well, I had WoD experiences before DnD and it shaped how I see roleplay quite much, so our outlook seems to be vastly different.
It may be more that you just had some good groups, where conflict could be handled maturely. I mean, I'm not saying all conflict is bad, just that it often causes a lot of OOC drama between people.
Given the nature of WoD, your group is essential for your survival. However, there are a lot of undercurrents in more social-intrigue parts of WoD (Vampires, Mages, Fairies) and characters can and will likely have conflicting goals and loyalties. It's all up to the group, you can have all-action Vamps and social Werwolves if you want. Btw, can you PM me with good WoD games on the net? :)
Well, in WoD you generally died when you were no longer useful (Vampire ofc). Or if you screw up someone will punish you. Everyone walks on thin ice, and the chances are, that someone is going to die.

What is essential to survive is someone stronger then you who defends yer arz if you work for him/her. If the player group is not a poilitical force in the city, they can't really do that themselves.
Daamien

Re: Incoming Update

Unread post by Daamien »

mrm3ntalist wrote: As Karond mentioned, melee build have no space to choose new feats. A good way to add melee builds more flavor and make them more efficient is to give melee builds bonus feats from a specific list in accordance with the class abilities

Dor example, a barbarian can choose a feat every five levels from the shild bash or charge line of feats, a monk from the combat focus feat, a rogue from the sneak strike feats.

This would add flavor, more variety in combat and more importantly new content that will revive the interest in melee builds
That's what I'm talking about! Thanks for addressing these concerns, MrM3ntalist.
Keep up the great work. I'm looking forward to all the updates. :D
Kagger911
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Re: Incoming Update

Unread post by Kagger911 »

Daamien wrote:
mrm3ntalist wrote: As Karond mentioned, melee build have no space to choose new feats. A good way to add melee builds more flavor and make them more efficient is to give melee builds bonus feats from a specific list in accordance with the class abilities

Dor example, a barbarian can choose a feat every five levels from the shild bash or charge line of feats, a monk from the combat focus feat, a rogue from the sneak strike feats.

This would add flavor, more variety in combat and more importantly new content that will revive the interest in melee builds
That's what I'm talking about! Thanks for addressing these concerns, MrM3ntalist.
Keep up the great work. I'm looking forward to all the updates. :D
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Bad Omens
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Re: Incoming Update

Unread post by Bad Omens »

Well, finally got caught up on this thread.

1.) No, currently it seems ludicrous to attempt to level a pure melee through the EPICs. It simply is not worth the investment in time.

2.) I am not a fan of mechanical changes, for any reason, to improve, or to nerf. It is just a good way to make everyone unhappy unfortunately.

3.) Focus should be on how to empower individual's ability to RP. Crafting system, alignment system, etc....
Boddynock
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Re: Incoming Update

Unread post by Boddynock »

Bad Omens wrote: 2.) I am not a fan of mechanical changes, for any reason, to improve, or to nerf. It is just a good way to make everyone unhappy unfortunately.
I myself have often preached the idea of fixing what is broken before we try adding new stuff.
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Rasael
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Re: Incoming Update

Unread post by Rasael »

We've had a total of five or six community polls about the new content and the changes. The results were overwhelmingly in favor, except for having ranged combat take into account elevation differences. We took that out.

For melee classes we have the majority of new feats being implemented. As well as deeper combat mechanics, following DnD. They dont do worse per se against casters. In many ways they may do better. And we want to design kits.
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AC81
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Re: Incoming Update

Unread post by AC81 »

Someone way back in the thread said that this update will effectively kill off melee builds and not one person questioned that?!?! Why does a dispel fix effect fighters again? Well built fighters (not optimised mind you, just well built) have no problems with the pve content of this server. Over time they can get good enough AC and deliver great damage without the need to rest , without a care for dispels and they can carry lots of healing. So, again, why will fighters struggle?

Also, for those speaking of balance ... please! There is a tree and melee'ers most definitely aren't near the top, nor should they be. As Invoker said, Wizards are gods - to be respected and feared. Even though I exclusively play melee'ers I'd say there's no way I'd want casters nerfed.
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ShineDown
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Re: Incoming Update

Unread post by ShineDown »

AC81 wrote:Clerics are gods
Fixed that for you! ;)
Ivan38Rus
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Re: Incoming Update

Unread post by Ivan38Rus »

Bad Omens wrote: 1.) No, currently it seems ludicrous to attempt to level a pure melee through the EPICs. It simply is not worth the investment in time.
I would say that leveling any character through epics is not worth the investment in time. If you dedicate that time exclusively to grinding that is. But both of these statements are subjective.

Personally, I've had less problems leveling my 15 Ftr/10 BG/ 5 WM with potions and no UMD than with any other character.
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Steve
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Re: Incoming Update

Unread post by Steve »

Speaking of investment in time...some of us have been waiting nearly 3 years for bits of the content wrapped in the Big Update!!!

3 years! :shock: so yeah, talk about excited to see it work.

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Bad Omens
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Re: Incoming Update

Unread post by Bad Omens »

Ivan38Rus wrote: I would say that leveling any character through epics is not worth the investment in time. If you dedicate that time exclusively to grinding that is. But both of these statements are subjective.
Agreed, it is subjective.

Also, not saying this content shouldn't be added.

I am saying, that anytime such matters are at the stage of conception and not implementation, people should proceed in a prudential manner. If it should have taken 3 years to enter the implementation phase, then that alludes to the fact that people are following a course of due diligence and this is in fact heartening to me, regardless of the effect it might have, be it negative, or positive.
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Steve
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Re: Incoming Update

Unread post by Steve »

chambordini wrote:[.. But if you've got the mechanical knowledge and the eye to notice things that are but should not be, the will to test things and the favor of our trust, apply today! :mrgreen:
Luna removed me from QC in order to pay for my insubordination in thought and mouth! Lol. I highly doubt I'll be Staff side anytime, ever again.

Besides...I like this side of the fence. :ugeek:

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
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ShineDown
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Re: Incoming Update

Unread post by ShineDown »

chambordini wrote:
ShineDown wrote:
AC81 wrote:Clerics are gods
Fixed that for you! ;)
Just not yours :evil: :twisted:
He's...definitely not a powerhouse. Heroes happen to other people :lol:
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The Whistler
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Re: Incoming Update

Unread post by The Whistler »

Rasael wrote:We've had a total of five or six community polls about the new content and the changes. The results were overwhelmingly in favor, except for having ranged combat take into account elevation differences. We took that out.
Come on, Rasael. Don't you know that every online gaming community is like a puppy constantly sniffing your candy bars, but gets immediately sick after eating one ? :lol:
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Maximvs
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Re: Incoming Update

Unread post by Maximvs »

Ranged elevation sounds nice. What would be even nicer is ranged attacks taking in consideration who's in the way. Aka certain magical blasts and arrows exploding-hitting the first player/monster it gets in contact with.
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