What should a guild have for it's type?

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Zugzug
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Posts: 233
Joined: 20 May 2017 15:25

Re: What should a guild have for it's type?

Post by Zugzug » 07 Sep 2018 12:47

Tulasi wrote:
I have no doubt that there is a good balance between the various magic guilds, especially the new/recoded ayman ones. I am, however, feeling a bit concerned about magic vs melee layman guilds. There is no question in my mind that guilds in general and magical layman in particular, is seeing an extreme increase in power, making a natural huntingground for a players size too easy. Is the plan making this an "end game experience" game?

That has started since occupation magic guilds started popping up. Used to be just Morgul Mages who were magic (and powerful) - but it took a lot of effort, roleplay, strict following of rules, etc - so people were mostly okay with them being way more powerful than fighters. Then SOHM guild opened up, then EC got coded, now WOHS is open too.

All of a sudden, a titan/champion mage can do what before only a supermyth could. Is that also part of the problem that you are referring to?

Part of the "balance" between magic and melee is supposed to be that mages require a lot of "down time" (i.e. prep time) to go and kill. Maybe it is that way for some magic guilds, but certainly not for all of them.

And speaking of layman guilds, why weren't your opinion heard when the magic layman option was only available to goodies/friends of certain people? For years, actually, magic layman guild with speed, stats-increase spells, healing, etc was out there, but I guess it was okay since only one (goodie) side of genesis got to enjoy that, right? Seriously, before continuing the whine, please answer why only *now* this seems to be a problem, in your opinion?

Kvator
Legend
Posts: 709
Joined: 02 Sep 2010 21:25

Re: What should a guild have for it's type?

Post by Kvator » 07 Sep 2018 13:48

Nerf both EW and Warlocks! (honestly nerfing EW was quite sensible way to approach this issue. Instead it was copy-pasted to new guild to please some pretty vocal members of Genesis community)

Draugor
Myth
Posts: 1815
Joined: 06 Mar 2012 00:14

Re: What should a guild have for it's type?

Post by Draugor » 07 Sep 2018 14:06

Kvator wrote:Nerf both EW and Warlocks! (honestly nerfing EW was quite sensible way to approach this issue. Instead it was copy-pasted to new guild to please some pretty vocal members of Genesis community)
Its actually not a copy paste, alot of spells that are not in EW and vice versa, and the document of balance says they are fine so, meh :P

Kvator
Legend
Posts: 709
Joined: 02 Sep 2010 21:25

Re: What should a guild have for it's type?

Post by Kvator » 07 Sep 2018 14:17

Draugor wrote:
Kvator wrote:Nerf both EW and Warlocks! (honestly nerfing EW was quite sensible way to approach this issue. Instead it was copy-pasted to new guild to please some pretty vocal members of Genesis community)
Its actually not a copy paste, alot of spells that are not in EW and vice versa, and the document of balance says they are fine so, meh :P
Ok a copy paste with variations (in some insignificant areas*) :P

Document of balance says that kenders are fine and sling dmg can't be increased to not make them to OP :D

* ok, giving them equivalent of sohm 'greater spell' might be considered significant :D

Nerull
Wizard
Posts: 331
Joined: 05 Jul 2014 23:24

Re: What should a guild have for it's type?

Post by Nerull » 07 Sep 2018 14:29

Kvator wrote:
Draugor wrote:
Kvator wrote:Nerf both EW and Warlocks! (honestly nerfing EW was quite sensible way to approach this issue. Instead it was copy-pasted to new guild to please some pretty vocal members of Genesis community)
Its actually not a copy paste, alot of spells that are not in EW and vice versa, and the document of balance says they are fine so, meh :P
Ok a copy paste with variations (in some insignificant areas*) :P

Document of balance says that kenders are fine and sling dmg can't be increased to not make them to OP :D

* ok, giving them equivalent of sohm 'greater spell' might be considered significant :D
All spells using the new magic system is using the same spell library/standard templates, so in a sense, they are all copy/paste.


A nuke is a nuke, a heal is a heal, haste is haste and so forth, an inevitable fact in a standardized and modern system.

Kvator
Legend
Posts: 709
Joined: 02 Sep 2010 21:25

Re: What should a guild have for it's type?

Post by Kvator » 07 Sep 2018 14:41

Nerull wrote: All spells using the new magic system is using the same spell library/standard templates, so in a sense, they are all copy/paste.


A nuke is a nuke, a heal is a heal, haste is haste and so forth, an inevitable fact in a standardized and modern system.
yes ofc - but the problem is that the 'core' set (strong shield, super strong speed, stat increase, some heal) was copied here

also 'core rules' were copied - so basically no rules / restrictions in this case - bah it was even lowered for Warlocks (EW used to have some coded restrictions against teaming with Necros for example).

Draugor
Myth
Posts: 1815
Joined: 06 Mar 2012 00:14

Re: What should a guild have for it's type?

Post by Draugor » 07 Sep 2018 14:41

Kvator wrote:
Draugor wrote:
Kvator wrote:Nerf both EW and Warlocks! (honestly nerfing EW was quite sensible way to approach this issue. Instead it was copy-pasted to new guild to please some pretty vocal members of Genesis community)
Its actually not a copy paste, alot of spells that are not in EW and vice versa, and the document of balance says they are fine so, meh :P
Ok a copy paste with variations (in some insignificant areas*) :P

Document of balance says that kenders are fine and sling dmg can't be increased to not make them to OP :D

* ok, giving them equivalent of sohm 'greater spell' might be considered significant :D
Not sure what greater spell you're refering to tho?

Kvator
Legend
Posts: 709
Joined: 02 Sep 2010 21:25

Re: What should a guild have for it's type?

Post by Kvator » 07 Sep 2018 14:44

Draugor wrote:
Not sure what greater spell you're refering to tho?
true sight (I am aware that it's pretty crappy for 'greater spell' - but still)

Nerull
Wizard
Posts: 331
Joined: 05 Jul 2014 23:24

Re: What should a guild have for it's type?

Post by Nerull » 07 Sep 2018 15:10

Kvator wrote:
Nerull wrote: All spells using the new magic system is using the same spell library/standard templates, so in a sense, they are all copy/paste.


A nuke is a nuke, a heal is a heal, haste is haste and so forth, an inevitable fact in a standardized and modern system.
yes ofc - but the problem is that the 'core' set (strong shield, super strong speed, stat increase, some heal) was copied here

also 'core rules' were copied - so basically no rules / restrictions in this case - bah it was even lowered for Warlocks (EW used to have some coded restrictions against teaming with Necros for example).
They weren't "copied", but picked from the std library, and why is this a 'problem'? Those are core spells that about all recoded casters in the game apply in one form or another, so this is pretty inevitable if you want to code a caster of any kind.

Draugor
Myth
Posts: 1815
Joined: 06 Mar 2012 00:14

Re: What should a guild have for it's type?

Post by Draugor » 07 Sep 2018 16:09

Kvator wrote:
Draugor wrote:
Not sure what greater spell you're refering to tho?
true sight (I am aware that it's pretty crappy for 'greater spell' - but still)

Well not really, true sight also raises awareness, not just invis and darkness

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