Need for a change

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Ilrahil

Re: Need for a change

Post by Ilrahil » 21 Feb 2011 16:20

The priesthood is beyond anyone's control including the members of the guild.

Get Diri the hell out of the guild. Immortals need to step in here and do something, as she has singlehandedly prevented the guild from blossoming.

Draugor makes a good point Cherek. Ogres are not an evil only guild, and I hvae seen goodie ogres before with SC and other guilds.

I think the point of Freya's note is that evil's have to have 1 tank and they have to take all the damage. There aren't abilities to rescue or to move behind, which also makes it extremely inconvenient to playerfight them. Block from a knight is extremely more powerful than block from a laymen guild, and they also can heal from barely alive to feeling very well one time on top of the nifty other abilities they get if they are a rose knight.

So breaking it down and I apologize if this is to much infrmation but its pretty well known.

Goodies
******
Move behind
Rescue
Dragonfear resistance
2 powerful heals with no drawbacks
Drop brawls
Blind
Block
Soak damage
Powerful laymen stun
anti-undead spells

Evils
****
Dragons
Runeshield
Weak heal (Powerful version leaves one able to eat quite a lot more)
Extra "cover" special
Poison
Last edited by Ilrahil on 21 Feb 2011 17:43, edited 1 time in total.

Laurel

Re: Need for a change

Post by Laurel » 21 Feb 2011 16:40

you forgot stuns :twisted: *insert Angel emote here*

also you didn't count MM's into it?
most powerful DoT in the game (BB) - or was is this "poison" you mention?
most annoying curse in the game
stat cloud
intro-stealing spell

DA also got DoT/curse?

necros + MMs (dunno if PoT still) also got scries - I don't know if MM's/PoT's are Herald like (not working indoors and require intro) but necros sure don't

portals? only EW "ET go home" spell comes any close to that

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Cherek
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Re: Need for a change

Post by Cherek » 21 Feb 2011 17:05

Ilrahil:
Well, if ogres in the Army of DARKNESS are a neutral guild because some have a holy align (from killing trolls most likely), and happen to team with a goodie now and then, then so are Calians who are seen teaming with evils probably more than you see ogres teaming with goodies. And Scops do the same.

So if you remove ogrestomp from the list below with that logic, move behind goes too as well as atleast the scop heal since evils benefit from that too when scops team with them? Or we just add ogrestomp as an "evil" ability since I have never heard it used against any evils, only goodies and a majority of the ogres are evil, and hang with evils.

And, I have felt the PoTs blind and stun myself sometimes and its nasty. Sure long ago when Cherek was a knight, but unless those abilities have been removed I assume they still have it. So if they have it, it should be in the list. Even if they are few and/or inactive.

And I will add the abilitity to grind everywhere, and get all types of EQ in the game no matter of the align on those who hold it to evils as well.

So I would say the list looks more like this.

Goodies
******
Rescue
Dragonfear resistance
1 powerful heal with no drawbacks
Drop brawls
Blind
Block
Soak damage
Powerful laymen stun
anti-undead spells

Evils
****
Dragons
Runeshield
Weak heal (Powerful version leaves one able to eat quite a lot more)
Extra "cover" special
Poison
Blind
Stun
Black breath / stat clud, probably the most powerful abilities in the game
Portals
Grind anywhere and get all EQ in the game thanks to their align

Yes, goodies got some team-tactics abilities and perhaps better heal, but evils surely get some stuff too. Now goodies are more allied than evils who are more spread out, but thats really the players fault not the game's? If BDA, MM and an bunch of Ogres would ally themself then I think the goodies would be in tons of trouble and their little heals and rescue would not matter the slightest if it came to a war.

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Rhaegar
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Re: Need for a change

Post by Rhaegar » 21 Feb 2011 17:17

And dragons help with moving people around too.
I fear no evil for I am fear incarnate.

Laurel

Re: Need for a change

Post by Laurel » 21 Feb 2011 17:24

I don't know if evils can stun ... I was thinking about goodies who can

btw. ogrestomp HAS been used against MMs in the past - afaik quite successful :twisted:

also: we all forgot fear - after vamp closure the only tool to split a team afaik

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Rhaegar
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Re: Need for a change

Post by Rhaegar » 21 Feb 2011 17:28

PoT could stun in the past. But I've heard it's not as good as it used to be after global changes to stuns where it doesn't block your movement.

Edit: @ Laurel: And can't you split teams with M&M's in them using ensorcelled black amulet? ;)
I fear no evil for I am fear incarnate.

Ilrahil

Re: Need for a change

Post by Ilrahil » 21 Feb 2011 17:33

No they changed the ensorcelled you can no longer invoke with it. Makes you actually have to kill the damn crows now instead of using the amulet.

Ilrahil

Re: Need for a change

Post by Ilrahil » 21 Feb 2011 17:42

Cherek wrote:Ilrahil:
Well, if ogres in the Army of DARKNESS are a neutral guild because some have a holy align (from killing trolls most likely), and happen to team with a goodie now and then, then so are Calians who are seen teaming with evils probably more than you see ogres teaming with goodies. And Scops do the same.

So if you remove ogrestomp from the list below with that logic, move behind goes too as well as atleast the scop heal since evils benefit from that too when scops team with them? Or we just add ogrestomp as an "evil" ability since I have never heard it used against any evils, only goodies and a majority of the ogres are evil, and hang with evils.

And, I have felt the PoTs blind and stun myself sometimes and its nasty. Sure long ago when Cherek was a knight, but unless those abilities have been removed I assume they still have it. So if they have it, it should be in the list. Even if they are few and/or inactive.

And I will add the abilitity to grind everywhere, and get all types of EQ in the game no matter of the align on those who hold it to evils as well.

So I would say the list looks more like this.

Goodies
******
Rescue
Dragonfear resistance
1 powerful heal with no drawbacks
Drop brawls
Blind
Block
Soak damage
Powerful laymen stun
anti-undead spells

Evils
****
Dragons
Runeshield
Weak heal (Powerful version leaves one able to eat quite a lot more)
Extra "cover" special
Poison
Blind
Stun
Black breath / stat clud, probably the most powerful abilities in the game
Portals
Grind anywhere and get all EQ in the game thanks to their align

Yes, goodies got some team-tactics abilities and perhaps better heal, but evils surely get some stuff too. Now goodies are more allied than evils who are more spread out, but thats really the players fault not the game's? If BDA, MM and an bunch of Ogres would ally themself then I think the goodies would be in tons of trouble and their little heals and rescue would not matter the slightest if it came to a war.
Cherek do you want me to go into that much detail about other casting abilities etc? I purposely left them out as in most areas spellcasters are similarly matched. But you added nothing to the goodie list when more could be.

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Kas
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Re: Need for a change

Post by Kas » 21 Feb 2011 17:46

Perhaps one of the more significant aspects that may be missing on the evil side is...the lack of tank-rotation and healing, two factors that dramatically increases the 'effective' hp of the main tank.
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Makfly
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Re: Need for a change

Post by Makfly » 21 Feb 2011 17:53

Ilrahil wrote:The priesthood is beyond anyone's control including the members of the guild.

A few statistics. Out of the last 6 years, only 2 of the people who have joined are active. Up until 2 days ago Diri was the only one a High Priest. She is inactive, she allows no one else to share the power in the guild, and is threatening to kick a member of the guild who brought up her inactivity to a higher power.

So get Diri out and perhaps the guild will change, as it stands now it is useless.
Well, considering that the guild was coded by Stralle for Diri, I presume everything is, as it was meant to be. But perhaps, the wizards might be more motivated now, to look into it, than what has been the case in the past.

About block, the Knights have a higher skill, certainly. But Mercenaries can "adapt" it too, so that part is atleast available for the evil side. I tried it as a Merc, though and found it fairly useless.

Still, the notion that there should be more team-based abilities sounds like a pretty good idea for a game that would like to become more of a multiplayer game and less of a solo-script-grinding simulator.
I think more such team-based abilities would be good to have, for both sides of the alignment.
Mortimor Makfly - Gnomish Xeno-Anthropologist

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