Re: Quickness
Posted: 16 Apr 2018 12:50
Worshippers take a vow of secrecy regarding the inner workings of the Circle, so this is likely one of the reasons this discussion seems so one-sided. So I will speak generally, but it has basically been noted that the Worshippers are the highest taxed layman guild. How much, only the wizards know, I suppose, since tax numbers are left ambiguous. The balance team has theoretically already done the math of experience capabilities like [quickness- high tax] = [special attack - low tax]. Should there be an evil layman guild with high tax and quickness? Don't really care, but sounds like that's been hinted. Does it need to be quickness to make a highly taxed evil guild powerful? I don't think so since other offensive spells / attacks can be just as good.
I really don't know if I can say quickness is king, because I haven't been in many guilds. As Alisa said, quickness has already been nerfed, which is what I'd like more information on. Before the nerf, I saw the max possible quickness stacked and stacked, and the result was quite sick. It was basically game breaking. Is quickness game breaking now? In my opinion, no. Nothing close to that is possible anymore because a cap was put in place I think.
Double guild quickness abilities, I don't have the knowledge to speak on, but it seems to me that it would be pretty much impossible to reach the max without layman guild quickness + occupational guild quickness ( + quickness items? Don't know how good occupational quickness can be). There is also a quickness potion which I've never used.
Since we are on this topic, can we please talk about the cap? Is it a soft cap leading to diminished returns, or is it a hard cap and no diminishing returns, or a soft cap with a hard cap at the very top? How much is the cap, 50% time reduction for same attacks? Gorboth has recoded the imbuements so they give diminished returns, ie two pronounced is never as good as one intense and two intense is on one person should never be as good as one intense on each of two people.
One other thing that has come to my attention is that some guild specials aren't affected by quickness... I believe maybe Blademasters and Ogre specials are not, for example. Maybe Wizards should consider this when doing guild recodes.
Lastly, it's great to know the quickness in vitals. What surprised me is how little benefit quickness equipment changes this meter. Basically all items (except maybe intense quickness imbue which I haven't tested) give less than one level of quickness. I think SoH, Golden Gauntlets, Fur Robe, Brown Boots, Quickwood Hoopak, pronounced imbue, all give less than one full level of quickness on the vitals meter. If you stacked all the the items together that you can... you might get something like two or three levels or quickness but you'd have pretty crappy AC (armour protection).
I really don't know if I can say quickness is king, because I haven't been in many guilds. As Alisa said, quickness has already been nerfed, which is what I'd like more information on. Before the nerf, I saw the max possible quickness stacked and stacked, and the result was quite sick. It was basically game breaking. Is quickness game breaking now? In my opinion, no. Nothing close to that is possible anymore because a cap was put in place I think.
Double guild quickness abilities, I don't have the knowledge to speak on, but it seems to me that it would be pretty much impossible to reach the max without layman guild quickness + occupational guild quickness ( + quickness items? Don't know how good occupational quickness can be). There is also a quickness potion which I've never used.
Since we are on this topic, can we please talk about the cap? Is it a soft cap leading to diminished returns, or is it a hard cap and no diminishing returns, or a soft cap with a hard cap at the very top? How much is the cap, 50% time reduction for same attacks? Gorboth has recoded the imbuements so they give diminished returns, ie two pronounced is never as good as one intense and two intense is on one person should never be as good as one intense on each of two people.
One other thing that has come to my attention is that some guild specials aren't affected by quickness... I believe maybe Blademasters and Ogre specials are not, for example. Maybe Wizards should consider this when doing guild recodes.
Lastly, it's great to know the quickness in vitals. What surprised me is how little benefit quickness equipment changes this meter. Basically all items (except maybe intense quickness imbue which I haven't tested) give less than one level of quickness. I think SoH, Golden Gauntlets, Fur Robe, Brown Boots, Quickwood Hoopak, pronounced imbue, all give less than one full level of quickness on the vitals meter. If you stacked all the the items together that you can... you might get something like two or three levels or quickness but you'd have pretty crappy AC (armour protection).