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