(Quote)
I feel like you kinda need to start looking at the justifications for making Lorecraft available to cities. Cause, aside from shifting two recipes from Brewmeister to Lorecraft, that's effectively your suggestion for Alchemy. And if a…
The fact that there are trade goods exclusive to each grouping of orgs hasn't actually gone away. Really, all the attempts to stop talk about Enchantment are doing is reinforcing that what the overhaul did was remove value from the "forest trade" wh…
(Quote)
I think the answer to whether or not it would be a big deal depends on the last two paragraphs. If restrictions to promote trading/economy and reduce self sufficiency are a good thing then not combining is beneficial because you…
Looks like the main issue with a split of the herb groups would be that nearly every recipe in Alchemy requires at least something from either the forest or valley groups.
Used the below split: Alchemy getting Farms, Caves, Hills, a…
(Quote)
1) Your proposal is changing a long-standing aspect of the game, one that is linked to Enchanting so in that context yes, Enchanting is on-topic.
The simple fact is that it has been an intentional decision to make the stuff in S…
@Veyils Oh I meant that it'd be a defense that the Aeonics users would build on themselves. If it was targetted at a different person then the Sentinel vs Research…
Edit: That said, maybe it's just skimming over the other good points of the skills but it seems like the difference is really coming down to two abilities (drawdown and swiftstripes) then that wouldn't feel …
(Quote)
Ianir's last point in the original post here was about the status quo for warriors and whether or not it should really continue to be that way, so the discussion about the jhigh-levle design of the rituals/totems skills in the context of wa…
(Quote)
Or like one for Researchers and one for Aeonic Sentinels :P.
Given the talk I've seen over the years about Warriors and their org secondaries, I think it'd be neat to see what could be done to make it useful in the Warrior kit. (…
(Quote)
Wildewood have blunt/magic and blunt/asphyx. HS has blunt/cutting and electric. Also, it's Moon that has the attacks so SG should have those available (magic and fire/divinus), similar with EG and night
Urchin also comes with the cost (minor perhaps?) of the bonuses you get from transitioning between stances. (Like the 5/10 from going from twist high to surge)
I think they kinda tackle the stance concept from opposite angles.
Knifeplay you move through based on the attacks you use and there is a limit where each attack has a stance you can't use them in. Which also means you can move around the…
There are also benefits that are active while you're in a stance and some have benefits that activate when you hit another stance within a certain time frame.
For example, "base" gives you defense, if you enter "center" within 8 seconds …
It's a mysterious regular time that the fates do fate stuff and because it is oddly synchronised with the typical waking times of adventurers it is utilised for organisation purposes as opposed to months which shift.