Vix2006-08-09 15:53:39

It makes more sense than that complicated whatsit.
Acrune2006-08-09 15:55:51
The vines don't like getting messy, so when they touch the sap, they go EW EW EW EW and recoil.
Shorlen2006-08-09 17:55:46
QUOTE(Acrune @ Aug 9 2006, 11:55 AM) 317106
The vines don't like getting messy, so when they touch the sap, they go EW EW EW EW and recoil.

Shryke2006-08-10 19:40:18
I don't know if someone has said this but to bypass thorns and get off vines just (e)(in)voke summer/tipheret and then you aren't hindered any more.
Shorlen2006-08-10 23:19:49
QUOTE(Shryke @ Aug 10 2006, 03:40 PM) 317858
I don't know if someone has said this but to bypass thorns and get off vines just (e)(in)voke summer/tipheret and then you aren't hindered any more.
It's been said plenty of times and ignored plenty of times.
Ixion2006-08-13 23:44:25
ANNOUNCE NEWS #619
Date: 8/13/2006 at 23:37
From: Estarra, the Eternal
To : Everyone
Subj: Trader Bob's Crazy Artifact Palooza!
New manse artifacts!
-Newsroom Miniature: Creates a newsroom (can only be used when docked).
(300 credits)
-Post Office Miniatures: Creates a post office (can only be used when
docked). (300 credits)
-Magic Fountain: Every month, the fountain produces a different type of
liquid, enough to fill up to 5 vials. Could be a potion or poison or
alcoholic beverage! (250 credits)
-Continual Darkness Orb: Makes a room always shrouded in the darkness of
night. (100 credits)
-Continual Light Orb: Makes a room always bathed in daylight. (100
credits)
New influence runes!
-A Great Rune to increase charity attacks. (100 credits)
-A Great Rune to increase seduction attacks. (100 credits)
-A Great Rune to increase empowerment attacks. (100 credits)
-A Great Rune to increase weakening attacks. (100 credits)
-A Great Rune to increase paranoia attacks. (100 credits)
New trade artifacts!
-Tailor Shears so tailors can recoup some commodities from garments.
(400 credits)
-Magic Gloves so poisoners can exract twice the amount of poison as
usual. (400 credits)
-Magic Quill that produces limitless magic ink for bookbinders. (300
credits)
-Magic Pantograph so artisans can fit 50% more furniture into a room.
(200 credits)
New combat artifacts!
-Great Rune of Bleeding: (weapon rune) increases bleeding (200 credits)
-Great Rune of Absorption: absorbs 15% physical damage! (500 credits)
-Great Rune of Demesnes: increases demesne size to 30 and time before
effects go away by 50%. (200 credits)
-Great Rune of Mind Shielding: Halves the ego burnout time! (200
credits)
Miscellaneous Artifacts!
-Algontherine Whistle (first seen in auctions): Call an aethership while
you are at a dock. (250 credits) (buy in aethership shop)
-Dimensional Needle (first seen in auctions): Reduces time to gateweave.
(300 credits)
-Aetheric Keystone (first seen in auctions): Phase keys for storage.
(125 credits)
-Rune of Dimensional Instability: This interesting item is placed on
boxes that are created by an artisan. Any item placed in the box
disappears. Upon shaking the apparently empty box, one random item will
fall out. Great for parties! (50 credits)
Pet Upgrade!
-Pets can now be upgraded to deliver mail. (75 credits)
================================================================
After all the warrior nerfs, way to completely screw over the class with the following:
-Great Rune of Absorption: absorbs 15% physical damage! (500 credits)
The final nail in the coffin for warriors, and especially damage warriors. Way to give people the option of a permanent highfavor phys resistence. Estarra.. I really must ask what you were thinking. After all the warrior nerfs in the last 6 months, how on earth was this even considered. This makes fighting people like me more fair, but the downside is the entire rest of the archetype has now been made useless. Warrior combat hinges on a balance of damage and wounds for 99% of warriors, and now that same number... *sigh* I lack the words to continue.
Edit: Suggest it be changed to 5%, and the cost be reduced to 150/200cr. If you MUST have a phys damage nerf, that would at least be reasonable, and not unbalance the entire class.
Edit: Where's the 15% reduction to psionic damage? Where's the rune that lets SHIELD block psionics? Where's the rune that gives a 15% chance to block each demesne effect? Think those are ridiculous? Welcome the the world of warriors.
Date: 8/13/2006 at 23:37
From: Estarra, the Eternal
To : Everyone
Subj: Trader Bob's Crazy Artifact Palooza!
New manse artifacts!
-Newsroom Miniature: Creates a newsroom (can only be used when docked).
(300 credits)
-Post Office Miniatures: Creates a post office (can only be used when
docked). (300 credits)
-Magic Fountain: Every month, the fountain produces a different type of
liquid, enough to fill up to 5 vials. Could be a potion or poison or
alcoholic beverage! (250 credits)
-Continual Darkness Orb: Makes a room always shrouded in the darkness of
night. (100 credits)
-Continual Light Orb: Makes a room always bathed in daylight. (100
credits)
New influence runes!
-A Great Rune to increase charity attacks. (100 credits)
-A Great Rune to increase seduction attacks. (100 credits)
-A Great Rune to increase empowerment attacks. (100 credits)
-A Great Rune to increase weakening attacks. (100 credits)
-A Great Rune to increase paranoia attacks. (100 credits)
New trade artifacts!
-Tailor Shears so tailors can recoup some commodities from garments.
(400 credits)
-Magic Gloves so poisoners can exract twice the amount of poison as
usual. (400 credits)
-Magic Quill that produces limitless magic ink for bookbinders. (300
credits)
-Magic Pantograph so artisans can fit 50% more furniture into a room.
(200 credits)
New combat artifacts!
-Great Rune of Bleeding: (weapon rune) increases bleeding (200 credits)
-Great Rune of Absorption: absorbs 15% physical damage! (500 credits)
-Great Rune of Demesnes: increases demesne size to 30 and time before
effects go away by 50%. (200 credits)
-Great Rune of Mind Shielding: Halves the ego burnout time! (200
credits)
Miscellaneous Artifacts!
-Algontherine Whistle (first seen in auctions): Call an aethership while
you are at a dock. (250 credits) (buy in aethership shop)
-Dimensional Needle (first seen in auctions): Reduces time to gateweave.
(300 credits)
-Aetheric Keystone (first seen in auctions): Phase keys for storage.
(125 credits)
-Rune of Dimensional Instability: This interesting item is placed on
boxes that are created by an artisan. Any item placed in the box
disappears. Upon shaking the apparently empty box, one random item will
fall out. Great for parties! (50 credits)
Pet Upgrade!
-Pets can now be upgraded to deliver mail. (75 credits)
================================================================
After all the warrior nerfs, way to completely screw over the class with the following:
-Great Rune of Absorption: absorbs 15% physical damage! (500 credits)
The final nail in the coffin for warriors, and especially damage warriors. Way to give people the option of a permanent highfavor phys resistence. Estarra.. I really must ask what you were thinking. After all the warrior nerfs in the last 6 months, how on earth was this even considered. This makes fighting people like me more fair, but the downside is the entire rest of the archetype has now been made useless. Warrior combat hinges on a balance of damage and wounds for 99% of warriors, and now that same number... *sigh* I lack the words to continue.
Edit: Suggest it be changed to 5%, and the cost be reduced to 150/200cr. If you MUST have a phys damage nerf, that would at least be reasonable, and not unbalance the entire class.
Edit: Where's the 15% reduction to psionic damage? Where's the rune that lets SHIELD block psionics? Where's the rune that gives a 15% chance to block each demesne effect? Think those are ridiculous? Welcome the the world of warriors.
Ildaudid2006-08-13 23:46:33

I must have bleeding runes...


Edit- And yeah the absorption one is very scary indeed.
Genos2006-08-13 23:58:29
Delete this post please. I'm going to post it in the other thread.
Daganev2006-08-14 00:00:13
This isn't an envoy upgrade
go to the other thread called Announce.

Diamondais2006-08-14 00:01:52
See HONOURS FULL **** for a complete honours list.

Xenthos2006-09-30 00:38:11
ANNOUNCE NEWS #645
Date: 9/30/2006 at 0:33
From: Estarra, the Eternal
To : Everyone
Subj: Mini Report
-Preserve in Aquamancy has been changed.
-The telepath focus in a mindlink can now transfer the focus.
-Fae summoned on the ethereal plane cost no power except for the
commune-specific fae.
-Angels summoned on Celestia cost 1 power.
-Demons summoned on Nil cost 1 power.
-New ability in Wiccan, Nihilism and Celestlialism called "channels"
speeds up summoning other planar entities.
-Masked fae will not be seen when called.
-Power to weave Reality in Illusions has been reduced.
-Enigma cards are no longer masked by fool.
There's a few more changes to come.
Penned by My hand on the 20th of Vestian, in the year 158 CE.
Date: 9/30/2006 at 0:33
From: Estarra, the Eternal
To : Everyone
Subj: Mini Report
-Preserve in Aquamancy has been changed.
-The telepath focus in a mindlink can now transfer the focus.
-Fae summoned on the ethereal plane cost no power except for the
commune-specific fae.
-Angels summoned on Celestia cost 1 power.
-Demons summoned on Nil cost 1 power.
-New ability in Wiccan, Nihilism and Celestlialism called "channels"
speeds up summoning other planar entities.
-Masked fae will not be seen when called.
-Power to weave Reality in Illusions has been reduced.
-Enigma cards are no longer masked by fool.
There's a few more changes to come.
Penned by My hand on the 20th of Vestian, in the year 158 CE.
Unknown2006-09-30 00:40:45
I
the change for Wiccans/Guardians. That's a really good idea, envoys!
Preserve... sounds interesting, what was the change?
As for Reality - why was the powercost lowered, and to what? I don't know if that is a reasonable change.
Edit: Nevermind, I found out... but I disagree with Reality costing significantly less power. Phantoms NEEDS to have a powercost to bring it in line with the equivalent abilities available to other classes.

Preserve... sounds interesting, what was the change?
As for Reality - why was the powercost lowered, and to what? I don't know if that is a reasonable change.
Edit: Nevermind, I found out... but I disagree with Reality costing significantly less power. Phantoms NEEDS to have a powercost to bring it in line with the equivalent abilities available to other classes.
Diamondais2006-09-30 00:43:13
Much love to the Wiccan/Guardian changes! 

Athana2006-09-30 00:44:36
Elryn, hopefully you'll see another change you've been waiting on for a while soon too 

Unknown2006-09-30 00:45:46
QUOTE(Athana @ Sep 30 2006, 12:44 AM) 336988
Elryn, hopefully you'll see another change you've been waiting on for a while soon too

WHEEEEEEE!!!!
I hope you mean hallucinations!




THANKYOU!

Sarrasri2006-09-30 00:52:19
Channels should cost a little less power.
10 power just to faecall and not lose equilibrium doesn't really seem worth that much. I know I can deal with no having eq for a quick second.
Otherwise, I really like the changes. Being able to summon fae on Ethereal and only use 3 power rocks.

Otherwise, I really like the changes. Being able to summon fae on Ethereal and only use 3 power rocks.

Xenthos2006-09-30 00:56:57
QUOTE(Sarrasri @ Sep 29 2006, 08:52 PM) 336990
Channels should cost a little less power.

...
It's 10 power BECAUSE you got fae free, silly. If you don't want to use it, don't use it. It's a combat def, and VERY useful for that.

Unknown2006-09-30 01:00:20
QUOTE(Sarrasri @ Sep 30 2006, 12:52 AM) 336990
Channels should cost a little less power.

I don't know, I think its insanely powerful... in a good way though. You won't be able to make a wiccan or guardian lose their entourage now. Not for longer than a few seconds, anyway.
Still, I'm suprised no envoy pointed out the discrepancy in upgrading Reality because it was worse than equivalents, while ignoring the huge advantage of phantoms.
Shiri2006-09-30 01:28:55
The Wicca changes are truly lovely.
Abethor2006-09-30 01:31:36
QUOTE(Avaer @ Sep 29 2006, 07:40 PM) 336986
I

Preserve... sounds interesting, what was the change?
As for Reality - why was the powercost lowered, and to what? I don't know if that is a reasonable change.
Edit: Nevermind, I found out... but I disagree with Reality costing significantly less power. Phantoms NEEDS to have a powercost to bring it in line with the equivalent abilities available to other classes.
I am also curious on that. Perhaps I will have to enter a few spars to test it out...

I'm sure it's good!
