There's been an issue lately with crow cloaks, and how one of our villages can't really be effectively influenced due to a lack of rapport with the undead for 4/6 orgs. I'm aware that there is a quest to remove the undead or something from Angkrag; no, I don't believe this is an acceptable counter to being unable to influence the undead.
Sacraments and Necromancy both have influence-empowering skills at 0% Mastery. Necromancy allows the holder to influence undead, and able to influence them better than Crow Cloak wearers. The second part isn't much of a buff, so I'd like to ignore that for now. Further, Necromancers are able to imbue undeath into others, also basically giving them this ability aside from the aforementioned last part. In contrast, Sacraments users can parley slightly better and pay less gold for it. The difference is quite stunning, and I feel these two skills are really there for rp purposes.
Crow cloaks, while a bit expensive, can be used by any person who holds them for the purpose of influencing the undead. Not only does this allow the entirety of Glomdoring to influence undead, but also exposes the rest of the game to accusations of metagaming if they come across a crow cloak.
Having said all that, I'd like to suggest the following possible changes to ease these issues:
Allow anyone to influence the undead. This will likely require a handful of refunds for those who purchased a Book of the Dead.
Change Necromancy's Master skill and Crow Cloaks to give a level 1-2 bonus to influencing the undead, but a -1 malus to influencing the living, increased to -2 if the person is actually currently undead. Malus is negated if the person is influencing with intimidation. I feel this is acceptable both with mechanics and RP.
Give Sacraments HolyGround (75% Expert) a +1 bonus to Sacraments users for influencing the living while in the room, -1 Malus to influencing the undead.
Give Moonlight (66% Master Moon) a +1 to influencing the living except intimidation, -1 malus to influencing the undead.
Oh yeah, forgot this. Slight buff:
Only allow the maker of a Crow Cloak to use it.
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
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Holy Jesus, talk about being negative and hypocritical. You lambasted comments I said that closely resemble your comments here. Good work
I know you people are reading this. Don't make me tag you.
Having Mag and to a lesser extent Glom be better at influencing undead than others seems like a good thing from a fluff perspective, but at the same time I feel like having all the sides be at the same power level is also good for competition. So here's a way to have both.
Leave the abilities in Mag and Glom as they are. Then, add in an org scale conflict quest that the other orgs can do to gain the ability to influence undead. Either make it so completing the quest renders all undead influencable by everyone until the counterquest is done (you could even tack this effect onto the Spire of Dionamus to avoid adding a whole new quest if you wanted) or make completing the quest give X items that allow the wearer to influence the undead like a crowcloak that last for a week or two and not have a counterquest to deactivate it.
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Referring to Shaddus's first post: correct that silly malus to living influence and it's A-OK. And, making crow cloaks only work for the maker is actually a nerf -- that means only Crow users can use them, ever, cutting out three of Glomdoring's own guilds (especially shadowsinger faelings!!) from influencing the undead.
EDIT: However, that does beg the question: does VileBlood work in peaced revolts?
Here's a suggestion: make lichseeds not work on Megalith power, and spread undeath to the entire Basin.
This thread isn't about which bard spec is best, and how to balance them. Feel free to start a new thread if you want. This thread is about the ability for two-thirds of the game to influence in a village without an easily derailed quest.
Chill. I said correct me if I'm wrong, don't snark me out. I haven't bothered to wrap my head around how weighted and unweighted buffs work, so I knew I might be wrong.
EDIT: Or better, give me some real facts on the highest cha an irontongue can get instead of dissing warbling trills.