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Re: Global change to guild skilling

Posted: 29 May 2019 22:54
by Raelle
gold bezie wrote:but im still hoping that the wizards will keep that in mind and come up with a solution when this will happen.
it's my vague understanding that your awareness nerf will free up some 'points' in your guild that can then be allocated elsewhere to make monks stronger in combat.
hopefully that tradeoff will be made sooner rather than later.

Re: Global change to guild skilling

Posted: 29 May 2019 23:12
by cotillion
Go Thieves!

Re: Global change to guild skilling

Posted: 30 May 2019 01:46
by Arman
gold bezie wrote:Arman if this will happen, this will mean indeed another lost for the Order of the Dragons.
I do understand why you want to do this... but you have not thought of our guild.

We have already a problem that lots of imbues are useles for monk. Then there is the unbreakable weapon situation, ive mentioned once on the forum, that other players can benefit from except us. And there are more issues that i do not want to discuss here, but are well known by Ckrik and the monks.

So if you want to go through with this i sincerely hope that you will think of a way to compensate our guild, or otherwise another great guild with a great history and great theme will end up as we have seen with the Rangers.
Thanks Gold bezie for raising this.

Even with the change of awareness from 'general' to 'thief' and a hefty cap penalty applied to the monks who are considered a 'fighter' guild, the skill offering of the monks still fits within the skill cap. So there won't be any changes for the OotD.

Re: Global change to guild skilling

Posted: 30 May 2019 08:23
by gold bezie
Yay.. thanks for explaining and reassuring me Arman

Re: Global change to guild skilling

Posted: 30 May 2019 19:32
by Zugzug
There are awareness skill imbues.

How about block skill imbues?

Re: Global change to guild skilling

Posted: 04 Jun 2019 08:23
by Kvator
So it seems this note was merely a justification to open new "rogue" guild with all the shiny stuff after explaining for quite some time (to members of other "rogue" guilds) that shiny stuff is not available "because guild type".

Cool!

Re: Global change to guild skilling

Posted: 04 Jun 2019 08:46
by Rincon
Almost every dungeon in RPGs are filled with traps. That's why having a thief on your team is crucial. This isn't the case in Genesis.

:idea:

How about loading Ghastly Keep/ogre caves/dark elves/troll caves/trollshaws/every closed xp area with randomly setup traps?! Ones that would paralyze you, burn you, splash you with acid, you name it! And once you trigger the trap a hoarde of enemies would flood you. Then and only then a kender would be the most valuable asset of your team with his disarm traps skill (I dont think that mercs can train it nor imbues can raise it).

Re: Global change to guild skilling

Posted: 04 Jun 2019 09:14
by Kvator
Rincon wrote:Almost every dungeon in RPGs are filled with traps. That's why having a thief on your team is crucial. This isn't the case in Genesis.

:idea:

How about loading Ghastly Keep/ogre caves/dark elves/troll caves/trollshaws/every closed xp area with randomly setup traps?! Ones that would paralyze you, burn you, splash you with acid, you name it! And once you trigger the trap a hoarde of enemies would flood you. Then and only then a kender would be the most valuable asset of your team with his disarm traps skill (I dont think that mercs can train it nor imbues can raise it).
just for the record:

Find/remove traps: superior layman

:P

Re: Global change to guild skilling

Posted: 04 Jun 2019 09:19
by Rincon
Oooops! Kenders can disarm traps just as good as dwarves. This cant be right, right Arman? ;-)

Re: Global change to guild skilling

Posted: 04 Jun 2019 10:43
by Arman
That's pretty much my point around why skilling for rogues had to change. Kender guild has had to make sacrifices to rogue thematic skills like f/r traps to have a few levels in the rogue foreign polearm skill and a little bit in defence.