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Re: Change to spellcasting and shieldwearing

Posted: 23 Sep 2017 07:12
by Snedecor
I see no reason why ad-hoc a magic based guild should not be a good tank build (see, Clerics for reference :) ). They should not be a tank AND super damage build, but I see no reason why it should be worse than a non-magic guild at tanking.

With SoHM, the cast rate is so high with one shield that it messes with me quite severely, not to mention throwing off my triggers (which with some effort I can get around, though I have found myself sitting there not casting anything a few times). I don't however, go counting the percentage of times it makes me fail. I have had to wind whisper four times once to talk to someone wearing one shield. That was super annoying.

I also don't see why a magic user ad hoc shouldn't use shields. Realistically two does seem excessive.

But it comes back to that realism aspect. At what point do we do what we have always done- disregard realism for sake of ease of use within a pre-defined system? It never bothered me. Did it bother anyone else?? Such things are a given in any mechanics driven game.

Instead, the spirit of Genesis has always focused on realism in roleplay, not in gear or bare mechanics. I'm not sure attempting to drive at mechanics realism adds value to the donut unless the result is utterly bizarre or imbalanced.

As it stands its thrown off-balance at least two guilds that I have seen attested to. I can only speak to my experience, but the difference between dual wielding shields and not dual wielding shields is -apparently- compared to the post adjustment experiences the only thing that is allowing a -legend-level-defense-based-caster- to tank GONT for stink's sake.

It -feels- like stoneskin was nerfed.

I probably could do it with top-notch gear still, or an optimal layman.

SoHM tanks, unless they are huge, cannot solo things by themselves. At least I sure can't/couldn't.

Re: Change to spellcasting and shieldwearing

Posted: 23 Sep 2017 07:14
by Snedecor
I also rather like that the Morguls are OP :). Adds to the fun of the big bad evil people.

Re: Change to spellcasting and shieldwearing

Posted: 23 Sep 2017 12:06
by Amberlee
Snedecor wrote:I also rather like that the Morguls are OP :). Adds to the fun of the big bad evil people.

Yeah well.
The Morgul's aren't really OP..

Re: Change to spellcasting and shieldwearing

Posted: 23 Sep 2017 12:56
by Draugor
Amberlee wrote:
Snedecor wrote:I also rather like that the Morguls are OP :). Adds to the fun of the big bad evil people.

Yeah well.
The Morgul's aren't really OP..
Not since the balancing and they are only really good against non resisted targets so yea... not that OP anymore

Re: Change to spellcasting and shieldwearing

Posted: 24 Sep 2017 04:23
by Etanukar
Its fairly simple to make #MATH triggers in cmud that calculate percentages. Before the change, I could guarantee 4-5% failure rate of spells. Very livable, >30% is not. I would be more than willing to speak offline and provide any combat logs, Arman.

Thanks for being open to feedback.

Re: Change to spellcasting and shieldwearing

Posted: 24 Sep 2017 04:36
by Arman
Etanukar wrote:Its fairly simple to make #MATH triggers in cmud that calculate percentages. Before the change, I could guarantee 4-5% failure rate of spells. Very livable, >30% is not. I would be more than willing to speak offline and provide any combat logs, Arman.

Thanks for being open to feedback.
Yep. If you set your MATH triggers now to calculate you'll find that it should be around 4% for one shield... it may not have been the case earlier in the week, but that was because spells hadn't been updated when the default was set at a higher fail rate. They have now, but happy to take this offline if you are finding the failrate is higher than that.

Re: Change to spellcasting and shieldwearing

Posted: 16 Nov 2017 07:22
by Luma
Ok, so magic guild+monk is off the table.
I can live with that.