Ranger guild recode ...

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Mersereau
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Re: Ranger guild recode ...

Post by Mersereau » 29 May 2017 16:54

If people outside The Society or The Dragonarmies started making guild "suggestions" the outrage would be monumental.

Oh well, nothing like a little hypocrisy with breakfast.
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Sykil
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Re: Ranger guild recode ...

Post by Sykil » 29 May 2017 20:01

Mersereau wrote:If people outside The Society or The Dragonarmies started making guild "suggestions" the outrage would be monumental.

Oh well, nothing like a little hypocrisy with breakfast.
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more meaningless post from mersereau

What? Oh is mersereau says nothing
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Johnny
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Re: Ranger guild recode ...

Post by Johnny » 29 May 2017 20:46

How about a focus on the stealth recode then tackle the rangers recode. I still find it annoying that basically any one can see me hiding/sneaking. When fighting a ranger the only thing you need to really worry about is losing your weapon. It's not like we'll hack and slash you to death or cast a spell that will almost kill you in 1 hit.

Losing weapon < Death

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Tarax the Terrible
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Re: Ranger guild recode ...

Post by Tarax the Terrible » 29 May 2017 21:08

Currently the lack of bursty offense turns into staying power, and the ability to win most one vs one fights in the long run.
Edit: I should say the very looooonnnng run

If stealth is being recoded could make autosneak a global ability realted to a cutoff level of sneak, so if u have sup journey sneak even by using equipment u can use auto sneak.
Or add full commands for sneak so there aren't some places u vcan only sneak to by having auto on.
If sneak and hide r buffed could balance it by greatly increasing fatigue on movement when sneaking. Having always on no downside invisibility seems a bit over the top.
Also make sneaking almost impossible while u still have adrenelin. Have to calm down before going stealth mode again.
Make nearly no NPCs deal with u when ur hidden, eg have to reveal yourself to buy ticket for ship.
Last edited by Tarax the Terrible on 30 May 2017 02:06, edited 1 time in total.
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Mersereau
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Re: Ranger guild recode ...

Post by Mersereau » 30 May 2017 00:48

Sykil wrote:
Mersereau wrote:If people outside The Society or The Dragonarmies started making guild "suggestions" the outrage would be monumental.

Oh well, nothing like a little hypocrisy with breakfast.
MMPM

is

more meaningless post from mersereau

What? Oh is mersereau says nothing
Do the letters F.O. mean anything to you?
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Tarax the Terrible
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Re: Ranger guild recode ...

Post by Tarax the Terrible » 30 May 2017 19:04

Arman wrote:
Drazson wrote:
Arman wrote:That idea is currently trademarked.
You mean we cannot use it because another game does or something?
Because another guild plans on using it ;P
You had better instruct your Genesis Attorneys to build a war chest, in anticipation of dealing with the numerous law suits that arise when Angmar realise that someone is stealing their already trademarked abilities. A pretty scary prospect.
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Emmiline Calaith
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Re: Ranger guild recode ...

Post by Emmiline Calaith » 30 May 2017 19:06

Arman wrote:I think another issue though is the ranger CLASS TYPE. The jack of all trades master of none guild type - which doesn't really work in Genesis. An occupational ranger class is essentially stuck in effectiveness halfway between a functional occupational guild of a different class and a layman guild. Personally I think the class may need redefining what its role is supposed to be. The jack of all trades role has pretty much been taken over by the mercenary concept.
I may have read this wrong but when you mention a layman guild are you making a reference to the Heralds?
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Ody
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Re: Ranger guild recode ...

Post by Ody » 30 May 2017 20:24

Emmiline Calaith wrote:
Arman wrote:I think another issue though is the ranger CLASS TYPE. The jack of all trades master of none guild type - which doesn't really work in Genesis. An occupational ranger class is essentially stuck in effectiveness halfway between a functional occupational guild of a different class and a layman guild. Personally I think the class may need redefining what its role is supposed to be. The jack of all trades role has pretty much been taken over by the mercenary concept.
I may have read this wrong but when you mention a layman guild are you making a reference to the Heralds?
I think he's saying the Rangers aren't as strong as an occupational guild and just barely better than a layman. Just in general.

Emmiline Calaith
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Re: Ranger guild recode ...

Post by Emmiline Calaith » 30 May 2017 21:40

Ody wrote:
Emmiline Calaith wrote:
Arman wrote:I think another issue though is the ranger CLASS TYPE. The jack of all trades master of none guild type - which doesn't really work in Genesis. An occupational ranger class is essentially stuck in effectiveness halfway between a functional occupational guild of a different class and a layman guild. Personally I think the class may need redefining what its role is supposed to be. The jack of all trades role has pretty much been taken over by the mercenary concept.
I may have read this wrong but when you mention a layman guild are you making a reference to the Heralds?
I think he's saying the Rangers aren't as strong as an occupational guild and just barely better than a layman. Just in general.

Ahhh, that makes sense. I was going to say that it would make sense though. They're very similar in terms of granted spells.
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Tarax the Terrible
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Re: Ranger guild recode ...

Post by Tarax the Terrible » 30 May 2017 21:40

Don't think he is saying they are barely better than a layman.
Rather its like they are both a layman caster and occupational fighting guild in one. But because of that versatilty the fighting side lacks punch when compared to a more pure all out fighting guild.

Rangers already have/had companies don't know tbh. If knights of Gondor was a step too far, could make the companies idea more specialised still. make them changeable with less fuss and make one of them a lot more fighty if that's what ppl want. But those companies probably have a rich history they don't want to loose.
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