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Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 12:05 pm
by LISA100595
I also respect and appreciate your opinion :). I would rather see all of the broken content fixed and the server stable myself. Driving players away with too many changes either way, you're right. This is a dying game and the community is getting smaller and smaller as it is.

We have a great balance on BG in that we are welcoming to all different play styles... RP'ers to the Grinders and everything in between, including those who play P&P. I say play what you like. Making too many Nerfs or changes narrows that sandbox making it smaller and smaller to a select player style and drives players away. My advice is to use the KISS method and concentrate on the things that brings players in and makes them feel welcome playing what they like. :)

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 12:07 pm
by Blame The Rogue
i think what akroma and lisa said both make the most sense imo

FSs already deal with what all casters deal with. rest timers and no rest zones

removing FSs means less options for players for RP and for building. we don't want fewer options for players

if the server decides to make any changes to FS, to reduce its power a bit, do what akroma suggests. fewers spells

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 12:08 pm
by thids
what nerfs? What has ever been nerfed on BG in the last 4 years, aside from the dispel FIX, which wasn't really a nerf.

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 12:08 pm
by arakes99
I think Spears are getting improved, Kory.

Also, while SOME people may not like a change to the class, there are plenty of others who might come play here because of it. I spent a few months bouncing around between Sigil and a few of the other servers and there was more than a few people I have talked to that don't like how lopsided BG's balance was because of low magic and the FvS.

But these are just opinions and the only thing that really matters is what the community as a whole thinks. So I would suggest if anyone has an opinion. Voice it now. Because it's better to be involved now than to try and complain later if you dislike the result.

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 12:18 pm
by Rhifox
arakes99 wrote:I think Spears are getting improved, Kory.
Wait, really? :o As another spear user, I'd love this!


On subject: I don't really see how this changes anything, aside from messing with people's builds a little and invalidating established characters' equipment (you can expect a LOT of fuss from FS's who have geared for the current stat makeup).

While I'd love to have FS removed, personally, I don't imagine that's a viable option. Why not adjust their saves (why do they get high saves to everything?), or the DR as Thids said, or the spells as was also brought up?

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 12:23 pm
by Calodan
I think Spears are getting improved, Kory.
This^^^ The whole reason I went FS was to get a viable build for a one handed spear. They do not crit well at the full 20 needed then they only do 1d8 damage for a two handed weapon as well. To me that is no bueno. Originally Kory was supposed to be a WM/F style build but the incredible need of feats for WM and the one handed spear build made the build go fubar quickly and be relatively un-playable. Not to mention that piercing weapons in general on this server got the shaft with DRs on monsters. They need all sorts of extra damages on them to be viable as well. Either way truth is I am finding the FS class boring in the end. It is the same things over and over. Cast spells until everyone is dead and then raise everyone and then tank said monster while everyone else RPs or finds out things while you mechanically keep them alive. Throw in needing mechanical advantages for a spear build and you get a low RP FS with little to offer but being a meat shield. Not that I do not enjoy a FS for farming the server though. Since item drops are so fubar a mechanically superior build is needed to gather funds and items.

Actually Kory was supposed to be a WM/F/DS really........Then I realized I needed magic so I went Wizard on the build but that proved ineffective since I did not get enough spells to actually make a decent GISH. It was just fubar. I got wrecked in every dungeon easy and do not even talk to me about DM events I was always the first to die. I spent entire events in the fugue. SO MUCH FUN IT WAS! :lol: :lol:

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 12:25 pm
by Blame The Rogue
many things were nerfed/changed/removed in the past. too many things imo. we lost a lot of players when that happened. the best mindset for the server now is to not remove, but add, and adjust only when needed

RDD should have been scaled down, rather than removed, as karond mentioned

archmage should have been added, before red wizard became application only, as players were using red wizard to emulate archmage. this is why/when i retired my main character, who was, you guessed it, a wizard. i think a break from the server came not long after

we're on a slippery slope now. we want to draw players here, and keep them here, as lisa stated. when i came back a couple months ago, i met a group of 4 new players. they were all friends with one another IRL. they were good RPers, and seemed good people. they left after 1-2 weeks. once new players find out how long it takes to get to 30 and get geared properly, many turn around and walk out the door. toxicity on the forums is also our enemy. our turnover rate is not good. this needs to be fixed. removing classes is not the way to go imo

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 12:32 pm
by LISA100595
Blame The Rogue wrote:many things were nerfed/changed/removed in the past. too many things imo. we lost a lot of players when that happened. the best mindset for the server now is to not remove, but add, and adjust only when needed

RDD should have been scaled down, rather than removed, as karond mentioned

archmage should have been added, before red wizard became application only, as players were using red wizard to emulate archmage. this is why/when i retired my main character, who was, you guessed it, a wizard. i think a break from the server came not long after

we're on a slippery slope now. we want to draw players here, and keep them here, as lisa stated. when i came back a couple months ago, i met a group of 4 new players. they were all friends with one another IRL. they were good RPers, and seemed good people. they left after 1-2 weeks. once new players find out how long it takes to get to 30 and get geared properly, many turn around and walk out the door. toxicity on the forums is also our enemy. our turnover rate is not good. this needs to be fixed. removing classes is not the way to go imo
+1000

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 12:34 pm
by Maximvs
The only balance favored souls needs are RP restrictions. In dungeon and dragons, people in need seeks out clerics, not favored souls, as they can provide every need. Favored souls are just traveling foot soldiers of their deity. They have little political power.

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 12:39 pm
by Empoweredfan
So then, a change would be better. Personally, I don't quite get the problem with FS, other than the strangeness of the name. How about changing that? Tampered soul perhaps? or something other than making them seem like the chosen?

We could just make it seem that they are not so much favoured, as they are 'moved' by something, to meet some faith that they would not otherwise reach? It would be a balant ripoff to Ravine, but it might fix some roleplay issues.

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 12:45 pm
by Calodan
I always find the RP a bit off. A FS is actually like a petulant child to their god IMO. They rarely want to be doing what they are doing and have no real interest in the dogma's of their god either. THey prefer to be fighting and not praying or whatnot.

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 12:55 pm
by Blackman D
rp restrictions tend to mean application only tho, which was also an option but one the DMs will probably not talk about till QC has settled on what to do with it balance wise - app only/removal were like last restore type options

and if its not app only there is no real way to enforce some sort of strict rp of the class (and even if it is for that matter, tho im not sure how DMs deal with that :? )
Hidden: show
on RDD tho since karond sneaked that in, talking about a reincarnation of it that deals with the two problems it had: the +8 str will be only +2 which will reduce the flexibility it had with stats (was extremely easy to get EDM before), and instead of being for non casters it will be a caster prc with progression

also planning to just make it dragon disciple and have options for each metallic and chromatic dragon

but not side tracking with RDD too much

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 1:12 pm
by Maximvs
Well, RP aside, if we look at the class purely mechanically, it is indeed powerful. One way to reduce it's power is for resting to be limited. If resting is too easy, then it is indeed very powerful.

One change that could be done would be to reduce it to a more cleric way. You compare both class, compare the wizard and sorcerer class, and adjust.

Wizard got 5 bonus feat + scribe scroll. Sorcerers got slightly better weapon choice ( which is nothing really ) Wizard got 5 bonus feats, Sorcerers got more spells and no memorization.

Clerics got all armors, 2 cleric sphere feats, turn undead. Favored souls lack the full plate feat, deity weapon proficiency, weapon focus, weapon specialization, energy resistance 3 times, damage reduction, haste.

I'd say remove all damage resistance feats, all weapon focus and specialization, the damage resistance and haste spells. Make the favored soul spell casting charisma only ( both for spells and their DC ). The favored soul would become very sorcerish compared to it's cleric and because all aspect of spells are cha related, we would see a wider variety of favored souls beside the buffing type.

Like that, clerics would have full plate feat, two domain feats and turn undead. Favored souls would have more spells casted spontaneously a la sorcerer. A very similar comparison between wizards and sorcerers.

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 1:13 pm
by Blame The Rogue
just to clarify, i dont mind changes being made. we just need to be careful about making any changes, FS included

those four new players we lost are likely gone for good. we're never getting them back. that saddens me to no end

when a server change is proposed there are some things that need to be asked>>>

1) will this make the game more fun?
2) will this make the game more convenient?
3) will this change enhance RP?
4) is this change wanted?
5) is this change necessary?
6) is it exploitable?
7) will it p*ss off players?

i'd like to thank QC for posing the FS question to the playerbase. this is a huge step in the right direction to making corrections to the server. a big no no that has happened on every server i've ever played on, at one time or another, is the staff making changes regardless/contrary of/to player opinion

i'd also like to clarify that this is my opinion. everyone has one. i'd like to thank everyone for sharing their opinion on the FS question. i respect others' opinions, even if i dont always agree with them. agreeing to disagree is okay. we're all friends here

Re: Possible QC change - Community input appreciated

Posted: Sat Aug 13, 2016 1:16 pm
by Maximvs
Blame The Rogue wrote:
those four new players we lost are likely gone for good.
Don't worry too much about players leaving due to minor mechanical builds. They can go to Realm of Trinity play with their +12 STR gloves and +10 weapons with +4d6 electrical bonus damage if they want to.