Herald of Valar concern
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- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Herald of Valar concern
Hi,
I'm in no position to discuss for I never did join it so far. But I have an idea of Ranger-Herald-Blacksmith-Noldor for thematic aspect.
Then I ask for some wisdom and found out the combo is like a "horse joke" idea for the damage will be so suck and the spells are duplicate and can't cast simultaneously, including wearing a white-hooded robe and ranger cloak at same time, its odd !
Perhaps wizies can came up with some damage spells toward evil creature to make the combo possible ? Doesn't have to be as powerful like Elemental but atleast provide something enough so the weakness can be endure in the age of power.
Elemmiire
I'm in no position to discuss for I never did join it so far. But I have an idea of Ranger-Herald-Blacksmith-Noldor for thematic aspect.
Then I ask for some wisdom and found out the combo is like a "horse joke" idea for the damage will be so suck and the spells are duplicate and can't cast simultaneously, including wearing a white-hooded robe and ranger cloak at same time, its odd !
Perhaps wizies can came up with some damage spells toward evil creature to make the combo possible ? Doesn't have to be as powerful like Elemental but atleast provide something enough so the weakness can be endure in the age of power.
Elemmiire
Re: Herald of Valar concern
Elemmiire wrote:Hi,
I'm in no position to discuss for I never did join it so far. But I have an idea of Ranger-Herald-Blacksmith-Noldor for thematic aspect.
Then I ask for some wisdom and found out the combo is like a "horse joke" idea for the damage will be so suck and the spells are duplicate and can't cast simultaneously, including wearing a white-hooded robe and ranger cloak at same time, its odd !
Perhaps wizies can came up with some damage spells toward evil creature to make the combo possible ? Doesn't have to be as powerful like Elemental but atleast provide something enough so the weakness can be endure in the age of power.
Elemmiire
Quite certain that they will solve this once the recodes of the rangers etc becomes a reality, I think Varian has some crazy idea about bazookas and whatnot O_O
Re: Herald of Valar concern
Well, this is true about many guilds, some guild combinations are better than others, and some abilities overlap. I think that is kind of unavoidable, and finding the best combination is of course part of the game too. Best case scenario is of course when a good RP combo also is a good power-combo, which perhaps is not the case with Rangers+Valar? I honestly dont have player experience with either so I couldn't tell.
As for recodes, there's currently no planned recode of the Rangers, and any recode or change to the Valars is not near either. Nerull has expressed some ideas about both Necros and Valars, but as most of you know he's main work is Ravenloft currently, so, for the foreseeable all those guilds will probably remain as they are. As always, things can change quickly should a motivated and skilled wizard surface.
As for recodes, there's currently no planned recode of the Rangers, and any recode or change to the Valars is not near either. Nerull has expressed some ideas about both Necros and Valars, but as most of you know he's main work is Ravenloft currently, so, for the foreseeable all those guilds will probably remain as they are. As always, things can change quickly should a motivated and skilled wizard surface.
Re: Herald of Valar concern
Lies!Cherek wrote:I honestly dont have player experience with either so I couldn't tell.
On topic:
Overlap in skills might be something you have to accept but guild game mechanics that don't work together sounds like a flaw in my ears.
Re: Herald of Valar concern
I just want to delete the topic, cant find the button so I "bump topic" and hope it will vanish 
On topic: Except for some known bugs, I really think both guild dont really need heavy recode, just a bit power-up for skills and guild combo may make up the day ( I dont have much experience so most likely it will be wrong )

On topic: Except for some known bugs, I really think both guild dont really need heavy recode, just a bit power-up for skills and guild combo may make up the day ( I dont have much experience so most likely it will be wrong )
Re: Herald of Valar concern
No that's not a lie, I havent tried either guild as a player.Chanele wrote:Lies!Cherek wrote:I honestly dont have player experience with either so I couldn't tell.
On topic:
Overlap in skills might be something you have to accept but guild game mechanics that don't work together sounds like a flaw in my ears.
What game mechanics don't work together? You cant wear both robes? Or something else?
I dont think any guilds allow casting of different spells simultaneously? Or do they? If so perhaps that flaw is in the other guilds...?
Re: Herald of Valar concern
Cherek wrote:
No that's not a lie, I havent tried either guild as a player.
"Cherek Whiteguard, the Arena Overseer of the Athasian Gladiators and Messenger of the Valar, champion, male human."
That was copied from the death of Huan log, just saying.
Back to topic:
I'm speaking of guild abilities that overlap in general and my point is I think abilities that has the same effect should be added not replace or neglect the effect of the secondary ability.
Re: Herald of Valar concern
*blink*Chanele wrote:Cherek wrote:
No that's not a lie, I havent tried either guild as a player.
"Cherek Whiteguard, the Arena Overseer of the Athasian Gladiators and Messenger of the Valar, champion, male human."
That was copied from the death of Huan log, just saying.
Back to topic:
I'm speaking of guild abilities that overlap in general and my point is I think abilities that has the same effect should be added not replace or neglect the effect of the secondary ability.
How about that. Well it's not a lie if you truly believe you have never been a Valar. Was it wizday or something?:) I am so old now I barely remember what I did last week so... not surprising I dont remember this...
About the topic: Well yeah, you're probably right. In our 25 year old game it's probably likely such things have not always been taken into account when designing our guilds, although personally I can't think of any abilities that replace or neglect other abilities... do you have an example?
Re: Herald of Valar concern
If I may chip in to this discussion...
I find it interesting because many times I've been wanting to create this "Pure ME" character of sorts (be it Noldor or Dunedain), with Heralds of the Valar as my layman guild and Rangers as my occupational one. At various stages of different lives I lived in Genesis I've been a member of most guilds there are (I believe I'm missing 3 or 4 for the complete set) so I'm talking from experience here.
First of all, Rangers, despite being one of the most amazing guilds you could join for many reasons, are pretty much a joke in modern Genesis. They are full of supportive skills and abilities but nothing that could be considered a "main" thing that can carry your character through the perils of the world. They're more like a glorified layman guild when it comes to skills/spells/specials and while decent in teams you can't really do anything solo without the aid of an offensive layman guild (ever wondered why 99% of Rangers are Blademasters of Militia?). It might've been fine in the past, before heavy power creep came in, but in the modern days this concept is pretty much obsolete since you can't do much without some offensive power, which you won't find in the Rangers.
Anyway, back to Heralds, which have their own flaws - spells do little, cost a lot of mana and prevent you from using your special attacks so any potential gain is negated by the heavy costs. Now, add to that the fact that Heralds and Rangers have several spells that are pretty much the same (with Ranger versions being a bit more powerful obviously) and you end up in this conundrum where as a Ranger/Herald you're a member of two supportive guilds with duplicate functionality and very little impact, making you regret your RP choices instantly.
Just don't get me wrong. I think that both Rangers and Heralds are amazing guilds. I like them both very much, just not together. I'm also disillusioned when it comes to the flaws of those guilds, which I've pointed out above. I think both of them could be made workable with just minor adjustments. Some things that come to mind:
1. Shift Ranger focus from support to combat a bit more (better combat skills, perhaps another special that actually does some damage), you could take away their spells for example and make them work with potions alone.
2. Herald spells need some serious looking at (adjusted costs/effects) and perhaps some breath of fresh air in their spell department, like enchanting your weapon with the holy flame that does extra damage to evil/undead or something. As it is, some of their spells are either completely useless, simply not worth it or straight out OP (one spell everyone knows about).
If you compare those guilds to their evil counterparts (AA which have better sneaking/hiding than Rangers and much better combat capabilities to boost, or Necromancers which are pretty high on the power spectrum) they fall short and look rather pale.
And speaking of a spell problem many guilds have: Having to pay tax for a spell that summons a messenger that doesn't work most of the time is preposterous.
All of the above is just my personal, totally biased opinion from the player perspective and has nothing to do with the current wizard stance or policy of course.
I find it interesting because many times I've been wanting to create this "Pure ME" character of sorts (be it Noldor or Dunedain), with Heralds of the Valar as my layman guild and Rangers as my occupational one. At various stages of different lives I lived in Genesis I've been a member of most guilds there are (I believe I'm missing 3 or 4 for the complete set) so I'm talking from experience here.
First of all, Rangers, despite being one of the most amazing guilds you could join for many reasons, are pretty much a joke in modern Genesis. They are full of supportive skills and abilities but nothing that could be considered a "main" thing that can carry your character through the perils of the world. They're more like a glorified layman guild when it comes to skills/spells/specials and while decent in teams you can't really do anything solo without the aid of an offensive layman guild (ever wondered why 99% of Rangers are Blademasters of Militia?). It might've been fine in the past, before heavy power creep came in, but in the modern days this concept is pretty much obsolete since you can't do much without some offensive power, which you won't find in the Rangers.
Anyway, back to Heralds, which have their own flaws - spells do little, cost a lot of mana and prevent you from using your special attacks so any potential gain is negated by the heavy costs. Now, add to that the fact that Heralds and Rangers have several spells that are pretty much the same (with Ranger versions being a bit more powerful obviously) and you end up in this conundrum where as a Ranger/Herald you're a member of two supportive guilds with duplicate functionality and very little impact, making you regret your RP choices instantly.
Just don't get me wrong. I think that both Rangers and Heralds are amazing guilds. I like them both very much, just not together. I'm also disillusioned when it comes to the flaws of those guilds, which I've pointed out above. I think both of them could be made workable with just minor adjustments. Some things that come to mind:
1. Shift Ranger focus from support to combat a bit more (better combat skills, perhaps another special that actually does some damage), you could take away their spells for example and make them work with potions alone.
2. Herald spells need some serious looking at (adjusted costs/effects) and perhaps some breath of fresh air in their spell department, like enchanting your weapon with the holy flame that does extra damage to evil/undead or something. As it is, some of their spells are either completely useless, simply not worth it or straight out OP (one spell everyone knows about).
If you compare those guilds to their evil counterparts (AA which have better sneaking/hiding than Rangers and much better combat capabilities to boost, or Necromancers which are pretty high on the power spectrum) they fall short and look rather pale.
And speaking of a spell problem many guilds have: Having to pay tax for a spell that summons a messenger that doesn't work most of the time is preposterous.
All of the above is just my personal, totally biased opinion from the player perspective and has nothing to do with the current wizard stance or policy of course.
Time is precious. Waste it wisely.
Re: Herald of Valar concern
Lets give AA buggy sneak raising cloaks that cover exactly everything tooZhar wrote: If you compare those guilds to their evil counterparts (AA which have better sneaking/hiding than Rangers and much better combat capabilities to boost, or Necromancers which are pretty high on the power spectrum) they fall short and look rather pale.

Also, necromancers do NOT fall high on any spectrum as they have 1 REALLY usefull (runeshield) and a few sorta nifty spells

The valars need a recode, no doubt, that idiotic peace spell needs a serious looking at first of all. Mebbe make it resistable?

http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/