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Sure but note Cavalier has several (necessary) mount-related skills which is why it is longer than the other skillsets. I don't mind that it is longer because of that.
BTW, re-looking at Shuyin's post, it appears he's adding new afflictions. I'd rather not do that. My read of Kaimanahi's proposal was 5 physical afflictions (I'd prefer 10-5 cut/5 blunt) with 3 levels which are tied to wounds. The hit effects (i.e.,…
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So it begs the question, how would the skillsets of each specialization look? Would it just be 5 skills per skillset? What's the point of transing? Give me a list of 15 skills per skillset so I can see how it would work.
It came to my attention that the Celestines were extremely upset over the report regarding the replacement of one of the pact powers. When I took a closer look at the pledge/pact powers, I realized that there were duplicates in several pledges/pacts…
Envoys are to give advice and we often follow that advice but sometimes we do not. That's how it has always been. There is certainly no Celest favoritism. (We often get charged of favoritism and it's interesting to see how admin's 'favorite org' cha…
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It seemed to me as though your concept would be for one or two warrior specializations but not five. Maybe I misunderstood but try to take into account that we need 5 specializations (which means ~10 effects in each, preferably not heavily…
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I've been trying to make the above rework and it still is very hard to make 5 warrior specializations. (Try using the above to come up with 5 specializations and you'll see what I mean.) It's not impossible though (maybe 8-10 effects per sp…
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This is all interesting though may be a bit of a burden on coders (which may be worth it). The only thing for (1) is that I think it should be resistance from a skill coming from that skillpool (i.e., high mind score would resist spells co…
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Correct, the max would be 13/13. However, my hope is that would be rare to achieve without questing, temporary bonuses, etc. (i.e., have to work to get it at the very top max).
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Sorry if it wasn't clearer. I wasn't imagining that health/mana/ego would be based on how many lessons you spend on a skill (which we could do). The idea was that each main skillset unique to a class would have a low level skill that would…
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I don't think we've ever hidden the fact that we're a commercial game and need to monetize to stay in existence, so not sure why you'd begrudge us trying to stay afloat.
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I'm all ears. I haven't really heard of any alternatives (yet).
BTW, please don't get distracted about brewmeister dwarves, etc. We want to nail down the mechanics on the macro level before worrying about the micro.
Note the bal/eq is very minor. That said, we're happy to look at other effects the skillpool root stats could have if you have suggestions. (We'd rather it not involve rewriting every skill.)
Well, I want to get rid of bleeding as it currently is. Skills that currently cause bleeding would either increase bleed wound in a random location or get replaced. Yeah, yeah, I know there are skills out there that cause bleeding and OMG it'd effec…
I'm fine with Kaimanahi's basic proposal and especially the charts for what the effects (ailments) would be (both original proposals were just placeholders really as we were more focused on mechanics).
BTW, if we go with bruising for blunt damage, it's not written in stone that it'd be a equil/balance malus. It could certainly be something else (like damage on movement or aggressive actions). Feel free to offer alternatives.
If we decide to keep the same knight/monk mechanics (because attrition, cure choices, etc.), then we would basically cut the knight specialization skills in half (at least). Monks would be impacted too but not as much as knights. We would need to wo…
FYI, I gave the go-ahead for Roark to start the coding the 10 level system going by Xenthos' suggestion. Each level would be 3% (maxes out at 30%). Artifacts could go to 13 (maxes out at 39%).