Unknown2006-09-16 15:06:52
They removed it from inquisition? That was the only reason why I even thought of something to balance it was because I thought there was already a way to strip vitae unwillingly.
Oh, and to elaborate on the power regain to make sure that it isn't just just as a power battery. If you are 10p, you instantly gain 2% reserves. If not, you regain the power the next time you would normally gain back power. Meaning, if you had 4 power, and you strip vitae from yourself, instead of going to 5p the next time your power regen ticks, you get to 7p. If you were at 8p or 9p, the unused power goes to your reserves when the power regen ticks.
Oh, and to elaborate on the power regain to make sure that it isn't just just as a power battery. If you are 10p, you instantly gain 2% reserves. If not, you regain the power the next time you would normally gain back power. Meaning, if you had 4 power, and you strip vitae from yourself, instead of going to 5p the next time your power regen ticks, you get to 7p. If you were at 8p or 9p, the unused power goes to your reserves when the power regen ticks.
Unknown2006-09-16 19:21:18
QUOTE(Caerulo @ Sep 16 2006, 04:06 PM) 331932
They removed it from inquisition? That was the only reason why I even thought of something to balance it was because I thought there was already a way to strip vitae unwillingly.
Oh, and to elaborate on the power regain to make sure that it isn't just just as a power battery. If you are 10p, you instantly gain 2% reserves. If not, you regain the power the next time you would normally gain back power. Meaning, if you had 4 power, and you strip vitae from yourself, instead of going to 5p the next time your power regen ticks, you get to 7p. If you were at 8p or 9p, the unused power goes to your reserves when the power regen ticks.
1%=2p, so you would go from 4 power to 9

Furien2006-09-17 06:19:18
Chances are, this oughtta go in buffs, but it seems pretty utility ish.
Can runists -PLEASE- have some sort of buff/utility to use runes with a POSITIVE effect?
What mainly rings a bell is runists in other IRE games- they could rune weapons, armor, and people. +1 STR and CON from one rune, damage reduction from another, health regen from the others. Sorry if it's copy cat, but can we have one like this, too?
Can runists -PLEASE- have some sort of buff/utility to use runes with a POSITIVE effect?
What mainly rings a bell is runists in other IRE games- they could rune weapons, armor, and people. +1 STR and CON from one rune, damage reduction from another, health regen from the others. Sorry if it's copy cat, but can we have one like this, too?

Unknown2006-09-17 07:55:05
Gack, no I meant 1%.
Of course, the simplest method is to make it unforceable and remove the power regain.
Of course, the simplest method is to make it unforceable and remove the power regain.
Shorlen2006-09-17 15:08:28
Now here's an idea I know several people would LOVE.
How about a skill, or an upgrade to a current skill like CosmicSense, which allowed druids and magi with demesne watch up to see people enter and leave their demesne while they are off plane, but standing next to a rift to the plane where their demesne is?
For instance, if I have a meld in the Etherwilde which included the Ethereal Mother, I could stand at the Prime Mother and still see people enter and leave that demesne? The same for the Prime Pool and a demesne that included the Pool on Water or Celestia, and so forth. The same for normal rifts as well.
The most annoying part about being a demesne holder is that keeping a demesne on our sacred plane means that we have to sit on that plane, usually alone, for a very long time. This is boring, and makes people find excuses not to do it.
It would also be nice if it told you when people entered your demesne due to barge, when they entered from another plane, and when they left to another plane. The second of those sometimes shows up, but as far as I can tell, the first and third don't ever.
How about a skill, or an upgrade to a current skill like CosmicSense, which allowed druids and magi with demesne watch up to see people enter and leave their demesne while they are off plane, but standing next to a rift to the plane where their demesne is?
For instance, if I have a meld in the Etherwilde which included the Ethereal Mother, I could stand at the Prime Mother and still see people enter and leave that demesne? The same for the Prime Pool and a demesne that included the Pool on Water or Celestia, and so forth. The same for normal rifts as well.
The most annoying part about being a demesne holder is that keeping a demesne on our sacred plane means that we have to sit on that plane, usually alone, for a very long time. This is boring, and makes people find excuses not to do it.
It would also be nice if it told you when people entered your demesne due to barge, when they entered from another plane, and when they left to another plane. The second of those sometimes shows up, but as far as I can tell, the first and third don't ever.
Diamondais2006-09-17 15:11:18
QUOTE(Shorlen @ Sep 17 2006, 11:08 AM) 332292
Now here's an idea I know several people would LOVE.
How about a skill, or an upgrade to a current skill like CosmicSense, which allowed druids and magi with demesne watch up to see people enter and leave their demesne while they are off plane, but standing next to a rift to the plane where their demesne is?
For instance, if I have a meld in the Etherwilde which included the Ethereal Mother, I could stand at the Prime Mother and still see people enter and leave that demesne? The same for the Prime Pool and a demesne that included the Pool on Water or Celestia, and so forth. The same for normal rifts as well.
The most annoying part about being a demesne holder is that keeping a demesne on our sacred plane means that we have to sit on that plane, usually alone, for a very long time. This is boring, and makes people find excuses not to do it.
It would also be nice if it told you when people entered your demesne due to barge, when they entered from another plane, and when they left to another plane. The second of those sometimes shows up, but as far as I can tell, the first and third don't ever.
I asked for the last part when Athana was asking for Envoys. I would personally love to have Cosmicsense, that just seems useful and though it can be a bit restrictive its better than what we have now. Especially with that wed be able to hear new novices.
Xavius2006-09-17 17:01:55
QUOTE(Furien @ Sep 17 2006, 01:19 AM) 332202
Can runists -PLEASE- have some sort of buff/utility to use runes with a POSITIVE effect?
Unlikely. We've been told that there will be no new runes. Alternatively, we can swap afflictions around on runes. The invitation didn't include redefining runes.
Unknown2006-09-17 18:29:00
Switching around the afflictions would really be good enough to make the skillset useful in a combative sense. And, since the afflictions are never masked, you can make an argument for having decently powerful combinations in there to use.
Shorlen2006-09-18 10:18:36
Runes is such a boring skillset though - even hexes have more utility (hexsense) than runes do, and more powerful buff skills (whammy + doublewhammy, vs supersling). I don't get why the admins won't buff runes at all, and have rejected every idea so far to do so 

Genos2006-09-18 22:52:49
QUOTE(Shorlen @ Sep 18 2006, 06:18 AM) 332714
Runes is such a boring skillset though - even hexes have more utility (hexsense) than runes do, and more powerful buff skills (whammy + doublewhammy, vs supersling). I don't get why the admins won't buff runes at all, and have rejected every idea so far to do so

Honestly, I thought by now they would have looked at it and said "Wow, that skillset is really bland compared to almost every other skill in the game except Healing and Hexes (which has been fleshed out more). The players can't really think of anything to change it so maybe Admins should spend time to make it interesting instead of releasing other new shiny skills to make people forget about it."
I would say Runes and Healing both need major changes to bring them up to par with other skills in terms of flavor, Power abilities, and effectiveness.
Sylphas2006-09-18 23:13:59
QUOTE(Genos @ Sep 18 2006, 06:52 PM) 332927
Honestly, I thought by now they would have looked at it and said "Wow, that skillset is really bland compared to almost every other skill in the game except Healing and Hexes (which has been fleshed out more). The players can't really think of anything to change it so maybe Admins should spend time to make it interesting instead of releasing other new shiny skills to make people forget about it."
I would say Runes and Healing both need major changes to bring them up to par with other skills in terms of flavor, Power abilities, and effectiveness.
QFT. Healing and Runes aren't bad skills, they're just not as good as the rest, and they're boring to most people, which doesn't help.
Genos2006-09-18 23:17:31
QUOTE(Sylphas @ Sep 18 2006, 07:13 PM) 332936
QFT. Healing and Runes aren't bad skills, they're just not as good as the rest, and they're boring to most people, which doesn't help.
Also, Runes seems a lot better for Mages since they can use Illusions after each sling. I think there needs to be something to allow Druids to have synergy between Runes and their Totem specializations.
Raysicia2006-09-18 23:23:57
Something I just thought about... for warriors...
We have all these types of armour, but in the end, it comes down to everyone in plate. Scale and such goto Guardians, but Guardians normally end up in robes...
So I was thinking... maybe make warriors faster... or use significantly less endurance, etc... when in lightier armour... or some kind of benefit to wearing the lighter armor?
We have all these types of armour, but in the end, it comes down to everyone in plate. Scale and such goto Guardians, but Guardians normally end up in robes...
So I was thinking... maybe make warriors faster... or use significantly less endurance, etc... when in lightier armour... or some kind of benefit to wearing the lighter armor?
Sylphas2006-09-18 23:32:56
Using less endurance <<< not dying.
Shamarah2006-09-18 23:34:24
QUOTE(Genos @ Sep 18 2006, 07:17 PM) 332938
Also, Runes seems a lot better for Mages since they can use Illusions after each sling. I think there needs to be something to allow Druids to have synergy between Runes and their Totem specializations.
On the contrary, runes are much better for druids, because they are far more useful in sticking sap.
Xavius2006-09-18 23:41:46
QUOTE(Genos @ Sep 18 2006, 06:17 PM) 332938
Also, Runes seems a lot better for Mages since they can use Illusions after each sling. I think there needs to be something to allow Druids to have synergy between Runes and their Totem specializations.
Yeah, you're smoking something. Mages can illusion with it, yes, but druids can actually do something with it.
Genos2006-09-18 23:45:51
QUOTE(Xavius @ Sep 18 2006, 07:41 PM) 332948
Yeah, you're smoking something. Mages can illusion with it, yes, but druids can actually do something with it.
I was more pointing out the effect that Mages have synergy with Runes and Illusions in the sense they can use both at the same time. However, I worded it very poorly.

Xavius2006-09-18 23:50:06
QUOTE(Genos @ Sep 18 2006, 06:45 PM) 332949
I was more pointing out the effect that Mages have synergy with Runes and Illusions in the sense they can use both at the same time. However, I worded it very poorly.

There have been good runic mages in the past, don't get me wrong. It's not useless. It is, however, by far the least effective choice for them. Narsrim put in a suggestion to get mage/druid specs of runes. It would offer more freedom in balancing the skill, although I'm afraid that, by "balancing," they mean attempting to bring runes up to the pwnage level of telekinesis without addressing some of the overarching concerns regarding the skillset.
Unknown2006-09-18 23:55:09
Specializations would be great. Druids could get Ogham!
Genos2006-09-18 23:55:11
QUOTE(Xavius @ Sep 18 2006, 07:50 PM) 332951
There have been good runic mages in the past, don't get me wrong. It's not useless. It is, however, by far the least effective choice for them. Narsrim put in a suggestion to get mage/druid specs of runes. It would offer more freedom in balancing the skill, although I'm afraid that, by "balancing," they mean attempting to bring runes up to the pwnage level of telekinesis without addressing some of the overarching concerns regarding the skillset.
Yeah, I actually realized I forgot to add a part to my earlier post. I meant that Runes is more useful for a Mage outside of the demesne than for a Druid outside the forest.