Arman wrote:Draugor wrote:Arman wrote:
Is it fair that warlocks get 40% more combat aid (as do all layman magic guilds) than other layman guilds? Only if the drawback conditions are met. When reviewing the design of the warlocks in October last year spell progression/gain was something that was explicitly flagged as one of those drawbacks. On review post-opening, spells were being gained quicker than anticipated so it has been tweaked.
I do wonder what the EW drawback is

I do too. The principles aren't new, with the exception of one being expanded to incorporate combat aid. What I think is that initial design drawbacks become less so as the game evolves.
I've been an EW for over a decade and I'm still trying to figure out what this so called drawback is before and even after the recode. People talk about the penalties the OoTS and now Warlocks/Heralds get and I can't help but scratch my head.
Is it the herbs for components that all just happen to be extremely common except for one and littered right outside the guild halls?
Or maybe it's the gems that can be purchased in a guild gem shop that automatically restocks itself without players having to sell gems to it?
Or maybe nearly every mob in the domain dropping specific types of gems that just happen to only be useful to EW/EC.
Who knows, I don't have access to the data and code so my opinion is quite "Limited" apparently.
The application process is purely player driven, highly subjective when pointing out the fairness of it and should have absolutely nothing to do with the caid/drawbacks. Eventually other people will take over, age is a thing. And they don't have to keep that process, which then makes calling it a drawback absolutely worthless.
I would also argue as I am looking at the Herald spell list that the usefulness when comparing spells needs to be taken into account. If Guild A has spells that are HIGHLY useful to direct combat such as a spell that allows you to wear more armours, dodge better and consume less stamina coupled with a shield that has varying properties one of which being an amazing dodge put together with a spell that significantly raises ALL your physical stats or if you are big enough a very cheap and nice haste spell. And Guild B has things like... renew the herbs in the room, tell if someone is evil or not.
You have one that is a fighters wet dream with every single spell being useful and one that any newbie who doesn't know how to use the gardeners lfind or who list can use. There is a reason this guild has been pointed at for over a decade now. And its going to get even more fingers the more actual restrictions you place on other layman magic guilds while EW continues to just glide right through like they always do.
/End Whine