Coming Soon: Discussion Thread (2021)

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Terankar
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Re: Coming Soon: Cosmopolitan feats

Unread post by Terankar »

I do understand that it basically applies the same effect as a 1 class choice for tumble. I sidnt consider that myself.

Perhaps it should have a lvl 12 restriction or be limited to 1 extra skill feat in total.

It requires time to become skilled, so having at least 12 levels would perhaps be a good fit. It also requires the player to dedicate skills directly to that particular new skill, focusing on it to gain a proper skill rank at the time.

Having more than 1 extra skill feat would seem a bit odd as the way it seems to be explained, it is something a character is dedicated to, such as alchemy etc. That would definately also help.

@Zhazz that is true. My mind is building towards characters for the server, so I do forget that the game has other possibilities
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AlfarinIcebreaker
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Re: Coming Soon: Cosmopolitan feats

Unread post by AlfarinIcebreaker »

Terankar wrote: Sun Jun 20, 2021 5:45 am Why is tumble highly debated?

It is a 2 AC bonus for 1 feat and 10 more skill points that needs to be invested.

You would still need to have enough skill points to get it, so the investment kinda suits the bill.

I would argue that getting more RP skills, it has a higher effect on your character since the RP part is more important.
Agreed. This would help perhaps pure classed Barbarians and Rangers, but they are much stronger with a dip anyways. Other melee classes would dip into Rogue for Evasion regardless.

I would limit it to one skill and prohibit UMD and Spellcraft.
JustAnotherGuy
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Re: Coming Soon: Cosmopolitan feats

Unread post by JustAnotherGuy »

Whirlwind wrote: Sat Jun 19, 2021 11:50 am Any other advantages to taking one of these?

More choices are always good but I still can't help but think that taking able learner is a better option.

Not to pick fault with this or such, just curious.
For my build, I take "able learner" for literally a single RP feat, since I'm low on skill points. That RP skill is still capped at half my level. So, for me, taking the cosmopolitan means I can either invest the same amount of skill points for that RP skill, or I can actually invest more and fill it up.
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Kalgain
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Re: Coming next update: Monk of the Long Death changes

Unread post by Kalgain »

matelener wrote: Thu Jun 24, 2021 8:51 pm Upcoming monk of the long death changes:

Macabre experiments
Type of Feat: Class
Prerequisites: Monk of the Long Death 4
Specifics: The Monk's knowledge of death, injury and bodily anatomy allows him to enhance his natural armor (skin). He gains a +2 bonus at level 4, and another +2 at levels 8 and 10. This is an enhancement bonus and will not stack with other enhancement effects.

Use: Automatic
Death attack
Type of Feat: Class
Prerequisites: Monk of the Long Death 6
Specifics: At 6th level, the monk of the long death gains the ability to make a death attack. The target is paralyzed for three rounds if he fails a fortitude save DC 10 + (monk level)/2 + (assassin level)/2 + your intelligence modifier. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Cooldown: 1 minute
- having MotD levels will properly remove G.Flurry and Adamantine Fists from any monk no matter what your leveling order is
- Death touch is now correctly based on monk's character (not class) level as per description. Once per day use is changed to 5 minute CD.

DISCLAIMER: You do not need to RCR your character for these changes to take effect.
what do the macabre experiments changes mean?

natural armor (skin) is different from natural armor on the amulet slot, right? so what is the AC type that it is not stacking with?

How does it progress after level 10?
having MotD levels will properly remove G.Flurry and Adamantine Fists from any monk
so that still means monk 16 /motld 14 is optimal to get all the monk feats?
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matelener
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Re: Coming next update: Monk of the Long Death changes

Unread post by matelener »

Kalgain wrote: Thu Jun 24, 2021 9:37 pm what do the macabre experiments changes mean?

natural armor (skin) is different from natural armor on the amulet slot, right? so what is the AC type that it is not stacking with?
It will not stack with an amulet.
Kalgain wrote: Thu Jun 24, 2021 9:37 pm How does it progress after level 10?
Kit progression stops at level 10.
Kalgain wrote: Thu Jun 24, 2021 9:37 pm so that still means monk 16 /motld 14 is optimal to get all the monk feats?
Nope. No matter what split, as long as you have motld, you will not be elgible for these feats.
Kalgain
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Re: Coming next update: Monk of the Long Death changes

Unread post by Kalgain »

Oh man, now motld are totally butchered.

one attack is better than +5 ab.

so by taking motld one is trading +5 ab for 2 ac. Sounds like a very bad trade.

(I am just complaining because I just RCRed into one a few days ago)
Kalgain
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Re: Coming next update: Monk of the Long Death changes

Unread post by Kalgain »

Since I would now only see the motld as an RP option that penalizes your build on purpose like the commoner. Are these changes set in stone?

I am just wondering because then I would just RCR into a completely different character.
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Habitu
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Re: Coming next update: Monk of the Long Death changes

Unread post by Habitu »

This is very unfortunate for MotLD.
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matelener
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Re: Coming next update: Monk of the Long Death changes

Unread post by matelener »

Kalgain wrote: Thu Jun 24, 2021 9:53 pm Oh man, now motld are totally butchered.

one attack is better than +5 ab.

so by taking motld one is trading +5 ab for 2 ac. Sounds like a very bad trade.

(I am just complaining because I just RCRed into one a few days ago)
Umm... You're saying this:

+40/+40/+40/+35/+30/+25/+20/+40

is better than:

+45/+45/+40/+35/+30/+25/+45

?

I have to disagree with that. Also, the kit is more than just 2 AC.
Habitu wrote: Thu Jun 24, 2021 10:01 pm This is very unfortunate for MotLD.
I think it was more unfortunate that the kit granted massive power boost at no cost.
Kalgain
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Re: Coming next update: Monk of the Long Death changes

Unread post by Kalgain »

Umm... You're saying this:

+40/+40/+40/+35/+30/+25/+20/+40

is better than:

+45/+45/+40/+35/+30/+25/+45
G.Flurry just adds one attack at highest ab so

+40/+40/+40/+35/+30/+25/+20/+40
is better than
+40/+40/+35/+30/+25/+20/+40

which is a bigger difference than +5 AB



But I agree, before the kit basically gave +4 AC in exchange for a few skills. (including the +1 ac at lvl 12 if the wiki is correct)

Deathguard does not matter much because it does not help against epic spells. And the fist skills are more a flavor than useful.
Kalgain
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Re: Coming next update: Monk of the Long Death changes

Unread post by Kalgain »

I dont want to defend motld, I would just play something else then.

A fair balancing could be:

-leave the requirements as they are
-lose adamantine fists

keep motld bonuses as you described.


Then in essence its half a skill line+adamantine fists vs +2ac.

If you add any value to the fist feats, one could lose quivering palm, too.
Last edited by Kalgain on Thu Jun 24, 2021 10:35 pm, edited 1 time in total.
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KOPOJIbPAKOB
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Re: Coming next update: Monk of the Long Death changes

Unread post by KOPOJIbPAKOB »

Perhaps just this would be enough of a nerf:
- having MotD levels will properly remove G.Flurry and Adamantine Fists from any monk no matter what your leveling order is
But overall, I so much support this change, MotLD had it coming for years. This kit was seriously overpowered, offering sick bonuses for no price.
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Kalgain
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Re: Coming next update: Monk of the Long Death changes

Unread post by Kalgain »

matelener wrote: Thu Jun 24, 2021 10:07 pm

Umm... You're saying this:

+40/+40/+40/+35/+30/+25/+20/+40

is better than:

+45/+45/+40/+35/+30/+25/+45
Ah, now I understand your confusion. Since you will have expose weakness 40 AB hits everything on the server on a 2, while 45 AB also hits everything on a 2.
This means 40=45, further you get another attack at 20. So 1 more attack is basically always better than +5 ab.

I just used this quick argument to clarify why +1 attack per round > +5 ab >> +2 ac to explain why motld in your suggestion would be totally butchered.

I agree however, that motld in the current state is OP compared to monk.

For this reason I suggest a fair tradeoff
motld loses half a skill line in requirements and adamantine fists in exchange for +2 AC
Kalgain
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Re: Coming next update: Monk of the Long Death changes

Unread post by Kalgain »

From a power gamers perspective the class is even worse because now motld ac does not stack with druid buffs.

So in a difficult group environment, motld only gives negatives and some flavor feats.
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Theodore01
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Re: Coming next update: Monk of the Long Death changes

Unread post by Theodore01 »

R.I.P. :doh:
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