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Amplify and Clairaudience
Posted: Tue Sep 06, 2016 4:09 pm
by cosmic ray
Amplify is granting only +10 instead of +20 and clairaudience isn't working at all.
Re: Amplify and Clairaudience
Posted: Tue Sep 06, 2016 4:20 pm
by Shad
yeap. we hardly had hipsers on the server, and so detection-aid spells were fixed and +4 hide/move gear were added in some abundance into some shop. feinters rejoice.
Re: Amplify and Clairaudience
Posted: Tue Sep 06, 2016 7:10 pm
by cosmic ray
Halved amplify is intended? Okay. Clairaudience not working can't be intended, though.
Re: Amplify and Clairaudience
Posted: Tue Sep 06, 2016 7:17 pm
by Boddynock
Claiaudience doesn't add to your skill anymore, it subtracts from those around you on a failed save.
Re: Amplify and Clairaudience
Posted: Tue Sep 06, 2016 7:22 pm
by cosmic ray
Does it subtract from listen and spot now? These spells' descriptions are still unchanged. Good thing I thought to ask before the 25th, huh.
Re: Amplify and Clairaudience
Posted: Tue Sep 06, 2016 10:28 pm
by chad878262
I believe clairvoyance is going to be changed to +10 to spot or listen but won't stack with amplify.
Re: Amplify and Clairaudience
Posted: Tue Sep 06, 2016 11:34 pm
by Flasmix
chad878262 wrote:I believe clairvoyance is going to be changed to +10 to spot or listen but won't stack with amplify.
Quoted for truth
Re: Amplify and Clairaudience
Posted: Tue Sep 06, 2016 11:53 pm
by cosmic ray
How do you guys know what changes will be made? The spell descriptions are still the original ones and the "free" RCR is about to end, so I'm worried for any choices I may wrongly make that then will cost me 50% of xp to fix. :/
Re: Amplify and Clairaudience
Posted: Tue Sep 06, 2016 11:56 pm
by Calodan
QC generally knows what changes mechanically are coming down the pipe as it is their job to test the fixes and make sure there are no bugs or exploits. DMs know because they are part of the way certain spells interact with each other and how it applies to the lore and other tid bits. I think....a DM can clear up what I messed up. Basically they work hand in hand with the scripters to create all the balance and new stuff.
Re: Amplify and Clairaudience
Posted: Wed Sep 07, 2016 12:21 am
by cosmic ray
Yea but my point is, how can we the players know too? If the return to 50% RCR wasn't schedueled to 18 days from now, I wouldn't be worried.

Re: Amplify and Clairaudience
Posted: Wed Sep 07, 2016 12:36 am
by Calodan
Yea but my point is, how can we the players know too? If the return to 50% RCR wasn't schedueled to 18 days from now, I wouldn't be worried.

Once something goes in it is posted in the change logs by the server admin. In this case Endelyon would do it once it is implemented. We the players are not going to be privy to all the changes being debated or finalized. However the particular set of spells you are speaking of was discussed some time back in another thread and that was where it was let known far in advance that the two spells would be changed to be less OP. So basically we already knew it but since you are a newer player or older returning player that missed that particular conversation in the mentioned thread awhile back then I can see why you are not in the know......

Re: Amplify and Clairaudience
Posted: Wed Sep 07, 2016 12:44 am
by cosmic ray
Returning player but even while active I just don't have the time to read every single post on the forum.
Edit: I don't think it's practical to have to dig through the forum when deciding on spell picks in game.

Re: Amplify and Clairaudience
Posted: Wed Sep 07, 2016 3:54 am
by Shad
+1 encouraging to update spell descriptions in game also, when bringing in a fix. saves lot of confusion for players
Re: Amplify and Clairaudience
Posted: Wed Sep 07, 2016 4:47 am
by Valefort
Would it be possible to get an explanation for these changes too ? I'd like to understand the reasons.
Re: Amplify and Clairaudience
Posted: Wed Sep 07, 2016 7:29 am
by mrm3ntalist
Valefort wrote:Would it be possible to get an explanation for these changes too ? I'd like to understand the reasons.
The discussion was initiated when a new spell with bonus to spot was implemented ( Warning - Deity restricted )
With the addition of many +4 spot or listen items it was very easy to reach the 50 bonus skill cap, at which point any sneak can be detected. Basically those two spells provided the 60% of the possible bonus skill points and those spells could be crafted on wands which made them available to all.
After long discussions both in the public and QC forums it was decided to lower the bonus from amplify to 10, leave C&C as is and make those two spells cancel each other.