#[Official] Spell Disabler Review
1 messages · Page 6 of 1
Need that itchy curse duration reduction while we're fixing the bad feels stuff
Yay, my max ranger survival isn't just for RP anymore
our long national 1210 nightmare is over
I'll need the quicker stun times something fierce with my moonbeam failing all the time, so yay?
Interdiction is still the worst thing that can happen to a pure in gemstone! Makes itchy curse feel like a buff
it was pretty stupid before channeled dispel. Does it even exist anywhere anymore?
You can’t channel dispel it
I think the visions in the den of rot cast interdiction
There are a number of mid level mobs that cast it. Maybe something in plane 1 of the rift too. Can’t recall seeing it post cap, thank goodness
Hooray! Now do RT 😄
Not much really goes to 30s RT. Maybe a basilisk stare.
RT lock is deifnitely a thing that happens, though, Especially various mobs that use the wolf howl/mammoth trumpet
Nothing worse than geting halted on your way to the Pit by some rando wargs applying steady stacks of RT while plinking you to death. Which is an especially slow and embarrassing death because you're a warrior
Unfortunately, that's the updated version of RT lock. Stagger. Which is still basically an RT lock.
It would be nice if you couldn't be staggered for more than a total of 30 seconds within X time frame.
So stagger hits me for 10s, I can only be staggered more/again for a total of 20 more seconds before I cannot be staggered at all for 60-120 seconds?
Can we get an update on the bard changes that were rolled in and then rolled back out again in December?
It is simply the next step in the evolution of software development. Embrace the future my friend! (AT&T apparently has already.)
What I would like to know, please, is why, if changes were made to 610 on 1/15/2024 to completely change the structure of the spell, it wasn't it announced at the time (like the way such changes to 607 were announced).
I've read a lot about this but honestly, I've never had this happen to Peri once that I can recall. Not to where it got him killed at any rate. Maybe a round or two of RT but that's about it.
I've mostly only encountered RT lock on a death scale during invasions or the endless arena.
I wouldn't call it a regular occurence but when it's happened, it's been just a swarm of wargs and mastodons. And yeah, endless for sure. XD Where combat mobility worked against me courtesy of 1-sec grahnk tackles
no game I've ever seen has 100% complete and accurate changelogs - apparently it's just very difficult - I don't know why we'd expect anything else here - sure it's frustrating but asking for an answer to something that happened in the past and will almost certainly happen in the future despite their best efforts...seems pointless
Yeah that's fair. But maybe if I could conclude it was unintentional, then I would be less salty about it.
Even this would have gone a long way: #1191064189981163611 message add one additional sentence to option 2, we inadvertently left off notice of this change before, there were a lot of moving parts to the disabler review at the time.
Yeah, I unlearned combat mobility because of those kinds of issues. You can switch it on/off now I believe, but honestly, I don't miss it.
Any timeframe for the impending 611 nerf?
611 is getting it?
Yes.
610 has already been nerfed. It is in this endnote: #gamemaster-endnotes message
Oh well, unbalance it is I guess! Moonbeam, you were a good time!
611 will still be absolutely dominant
A solution in search of a problem.
I use a mixture anyway
110 is a little better if there are two creatures in the room...depending on what you do next and how likely your next action is to kill a prone target vs a 611 target....variable
does anyone know the SMR difference between single-target and AoE disables? and/or what are convenient spells to test with in the same spell circle? 110 and 135 perhaps?
Those can both hit multiples
135 isn't SMR
I'm not sure there is a standard, but generally AOEs are less likely to hit due to a smaller base bonus
Bullrush (4/5)
[SMR result: 96 (Open d100: 44, Bonus: 13)]
vs tackle (6/6)
[SMR result: 112 (Open d100: 37, Bonus: 3)]
I know its not spells, but best I can do
While I am not sure why the plan to give pures and stick-weilding magic users a bit more oomph has overflowed into the ranger world when I thought we had a pretty neat toolkit fairly squared away and it's not like I don't ever die and just dominate all things, but c'est la vie, I'll adapt again like I always do
ya gotcha, I don't know if what was recently set out as part of the disabler review is mirrored in physical maneuvers
I do think it’s telling that it’s been over a month since a blue name has provided any substantive information in this [Official] thread.
57 days since we were told it would be a day or two on bard changes. Something along the lines of 'we have capacity issues/we went back to the drawing board/something else' would be a common update in the meantime.
¯_(ツ)_/¯
- I believe Moonbeam (611) was already corrected to 5 mana and 2 seconds of castRT (but not updated to use Spell Power and new SL:SS scaling, and that will be happen soon).
- Paladin Holy Weapon (1625) infusing should now use the new base mana costs.
- I don't see any issue with SMR Spell Power varying when cast vs. using a Paladin's Holy Weapon when infused.
- I believe follow up casts of Charge Item (517) against the orb only costing 1 mana was already corrected.
Status of Bard changes?
thank you for the update,
SMR spells infused in paladin weapons - should they reduce the targets defense against the spell via the lore benefit? The benefit doesn't increase the casting strength, it's a TD/DS reduction to help the chance of landing successfully that's not happening for SMR spells
dinaden, you're talking about the SL:S bonus, right? In addition to increasing the maximum spell level that can be infused, each rank will also apply a penalty of -1 TD / -2 Bolt DS to targets, to a maximum of 25 ranks. This target penalty only applies to infused spells.
correct - all we had to test was the D100 and the change from D100 to the result. With 2x spell aim and infusing them in my weapon, the change from D100 to end result was consistently worse infusing. That may or may not be the spell power changing, I have no real way to dig any deeper. so the question was generally around the intent - should that lore benefit help SMR spells? We never had one before.
No, it only affects TD and bolt DS.
bummer that the benefit is lost in converting spells to smr, but the confirmation is appreciated
Well, guess that lore is worthless now. Saves me quite a bit of TP
118 is infusing at 10 mana, should it be 5 for the single target version?
Thank you for the update.
Hard to imagine any pally change at this point that isn't a boost.....
And yet…
I know more former paladins returned to warrior at this point than I do actual paladins.
I’m going to ask, again, to please reconsider the 610/611/607 decisions.
reduced spell cost for infusing 110 and 118 is helpful.
All spells have a "base" mana cost that is set at the highest mana cost the spell should cost. That's used for things like spell hindrance, Paladin spell infusions, etc. Spells that have dynamic mana costs (which can vary based upon any number of factors, such as single target vs. AoE, target type (spell 302 for living vs. undead, etc) are only set when the spell is cast.
1614 has both aoe and single target cost similar to 118, and infuses at the single target cost because we can't cast an aoe spell via bonded weapon. If web is intended to use the AoE cost, it's still less than 18. I noted it because it doesn't align with what we've been told since the pally review / precedent.
The base cost of 1614 is 5 mana, which is what it cost when infused.
AoE Web cost 10 mana, which is also what it cost when infused.
So are infused spells going to be AoE now?
No, they cost the base cost because the spell doesn't know it's being cast one way or another until it is cast. When you infuse, you're not casting it, so it doesn't know the mana cost at the time.
I mean, no infusion resolution bonus, no advantageous mana cost. Seems like 1625 is getting worse and worse.
What’s the reasoning behind adopting “Spell Power”? And, is this something you anticipate players enjoying?
It's a lower mana cost then before. And the new Spell Power formula ensures a higher level of success for any caster with minimum training. It's absolutely better. Don't make such statements without sound understanding.
oh, 1614 was changed here too - it previously infused at 7 (single target) vs 14(aoe) . With the review this infusing dynamic changed, but at least consistent and less than before.
Correct. It's always just 5 mana now since that's the new base cost.
Oof. Strong disagreement with you — in regards to the qualitative statement, “it’s absolutely better” about spell power.
Show me a higher SMR result for a character with minimum training.
Must be nice for all the new gemstone players…
New or old characters can have minimum training.
What is minimum training? What are the expected training paths of each particular profession? How do we learn these expectations? Where are they posted?
They're posted here. For a ranger, anything less than 1x spell ranks.
May I ask why the aoe cost is considered the base cost, and for my own purposes the infusing cost? Is the infusing cost a byproduct of requiring it for other systems (you mentioned hindrance, but likely others)? While it's better than before, the benefit of infusing these spells vs casting them is getting reduced to action saving with a cost of extra mana and no lore benefit. It's a weird mix of acknowledging the spells got better but sad that what I consider paladins pinnacle ability losing value or purpose in isolated examples (that I plan to use, it's entirely self serving in asking to understand).
I appreciate you responding. I’m open to listening. But, I still do not understand this direction.
The base mana cost is the maximum cost of the spell. The system has no way to determine how you're casting the spell until you cast it. When you infuse, you're doing so outside of combat, so it doesn't know if you're trying to cast with any number of factors (single target vs. AoE, living vs. undead, etc).
do you mean it's improved across the board whether you have minimum or post-cap training or do you mean it's been reworked so it works better with minimum training but may be somewhat worse for those with post-cap training?
I mean it does.....because you can't AOE from an Infuse.
I don’t understand which goal, decreasing effectiveness for highly trained characters falls under.
It did for 1614 before, so this is new to me. I don't know how it did, only that it did. I can understand a technical limitation if that's how things landed after the review.
Dinaden also points out, is previous it did for 1614.
Appreciate the updates and answers. Going to go play with SMR spells a bit more
1614 required an explicit exception and instead of doing that for every spell, we're just reduced their all mana costs and use the new base amount. Spell hindrance works the same way.
I am puzzled why the system was built in such a fashion, that it can't figure out that Infused spells should be single target, when they are ONLY single target.
It's like saying this Box ONLY has bananas, What do I get when I reach inside? "I have no idea"
Because it doesn't call several hundreds of lines of code to execute. If you're ever interested, I encourage you to apply and join staff. Nothing is ever as easy as it seems.
I mean sure, but it's way easier to say that, then say someone doesn't know what is going on right?
I've updated the pin to state the previously omitted goal.
I did and didn't make the cut! Jerks 😛
To be frank, it feels like you rolled the update out, and forgot that Infuse was a thing, but considering the state of Paladin development that is hardly surprising.
Hahahahhahahahhaha
That is what happened. I hope you too can one day join staff and remember every edge case before anything goes out.
A core mechanic of one of your professions is an edge case?
Yes, I just said that.
I mean this in the nicest way — I genuinely appreciate you responding to us in this thread — but I do not think this is going well. I’m going to go take a break.
Is it possible to not take personal offense to players being upset about a delayed rollout of a system that is not hitting player expectations? Asking players to join staff with a casual 'lets see you do it' response is pretty wild in the context of also asking them for a $500+ DR purchases
I take no offense to anything stated. It was missed in the original rollout. It wasn't game breaking and was eventually fixed.
Honestly, I appreciate you being straight up about it.
Bugs happen. There's literally several tens of thousands lines of code that run GemStone. Determining mana cost is not as easy as it seems (which all these bugs should demonstrate). We try to standardize much of these systems to avoid such issues.
I am going to stand on my rock a little bit, It's been a bad couple of years for Paladin Development/Bugs.
Not that it would help now, but I don't think we ever got clarity on why the test instance wasn't used to help find some of these edge cases before rollout
Because the updates didn't break anything significant and offered more overall improvements. They weren't worth delaying for fixing edge cases.
I mean using your Envoys to say Literally the thing you just said, seems like it would have been pretty alright.
This isn’t true. The disabler review doesn’t “only offer improvements.”
Fixed.
I will admit I am pretty jaded at this point, Paladins had a known bug that made one of their abilities useless, and it wasn't fixed for months because it wasn't that important to dev, Then the Infusion QOL stuff has been done for nearly a year, and never rolled out. Generally means that silence means it will never get fixed.
reading through this y'all are seriously in attack mode and it would be nice to do away with the passive aggressiveness and have a civil and respectful conversation - saying respectful things while making passive aggressive comments and such doesn't count - we can disagree without being rude
Estild I'd offer this: while I don't like nerfs and will debate them respectfully...I understand sometimes they're for the greater good/bigger picture.
I would suggest that if/when nerfs will be happening, they are announced and stated clearly as such beforehand. I think it would be better to be frank about it.
useless is a big stretch. I am disappointed to see 1625 diminish in benefit over just casting spells, specifically the lore bonus not applying. It costing extra mana doesn't feel great, but that really only applies to 118 now. That the lore benefit didn't apply to a system paladins never had access to before before (or really existed when the benefit was initially created) isn't a reason I understand to justify it no longer helping these spells. The spells got better, 1625 benefit reduced. Mixed feelings about it all around.
At least warriors with spells got the buffs they needed 😆
I was refering to 1603 release state
gotcha, my mistake then. 1603 has had an odd existance
This is really off topic, but I will ask the Envoys to compile a list of top Paladin bugs (and/or really, one for each profession). All of Development spends time fixing bugs, but such a list will help prioritize some of the noted pain points that can hopefully be fixed (vs. a profession guru, which creates a single point of failure for such issues and why we've really tried to move away from those).
What are you referring to with "the lore benefit didn't apply to a system paladins never had access to before"?
(The answer might be obvious, but I'm having severe trouble following much of this conversation.)
Is it a bug that when you mana spell it up, randomly chooses an aura, irrespective of the one you previously had up, and it gives you the 60 second Aura cooldown, so you can't switch back?
With the updates you've provided, the list of concerns people are raising seem to be intended design and not bugs. Easier task, helping already 🙂
Leafiara: summoning lore reduces TD and DS only for spells cast via bonded weapon infusion. SMR spells receive no benefit, so 110 and 118 are the same as open casting (for less mana in 118's case) and have the 3s internal cd if you miss vs the 2s cast time to re-attempt. Paladins were not casting SMR spells via infusion when the lore benefit was added iirc
Okay. I don't understand the problem since I'm fairly certain Sanctify doesn't help SMR either. Not everything has to work with everything.
It varies. Some on that list are certainly bugs and others are not. The base mana cost is a complexity and somewhat difficult to explain without understanding the underlying systems, but it can be noted as by design. There was an initial bug with the infusion mana cost where it wasn't even using the new system, but now is. It's okay to raise concerns when it's unknown and we'll try to clarify.
Whist true, those spells previously interacted positively with the TD pushdown from Infusion.
Was 118 more reliable as an infused CS spell than it is now as SMR?
I'd be pretty surprised if people were infusing the old CS-based 110 or 118 instead of various 1600s options, but this is GS, so I suppose anything and everything that can be done has been done. Still, can't account for every single scenario!
Even if it wasn't that relevant due to the fact your CS stank so bad you couldn't stick them(Which is a fair rebuttle), but the point is if that is by design how would we know?
This. I suspect even as SMR with the new Spell Power formula, it's easier to affect targets (outside of some extreme spell/lore training).
That is kind of the point of the update though. The model is inteded to make things work with "minimal training"
sanctify removes the penalty vs undead, which is a benefit in that formula. Undead possess a natural 25% damage resistance to physical attacks, as well as a +25 bonus to defending against PSM skills. Each tier of Sanctify on relevant offensive combat gear negates 20% of these defenses, removing them completely at the fifth tier (T5).
I also accept I am/was an outlier in trying things for infusions and setups. Infusing web on fire flaring weapons etc - but it's a luxury of xp vs viable while leveling
The specific piece is that I am harping on is how would we know? It works, then it didn't work, then we say it's bugged, get silence for quite some time, then the answer is "Nah it's by design, but we also forgot infuse existed previously so yeah" doesn't perfectly track.
Right, but negating natural undead resistance could be achieved with just a normal bless. What I'm saying is Sanctify, specifically, boosts AS and CS only--not SMR offense--on weapons and runestaves. And that's totally fine.
Paladin service - SMR boost
Then they won’t be able to sell smr boosts next dr…
We already do. Spell rank enhancives. That doesn't affect us changing formulas.
But back to being on topic. It's going to be strictly enforced since it's a lot to go through a discussion, which takes away from being able to actually spend time addressing issues. You can and should still use other on topic threads for concerns though.
right, the actual impact of these specific issues is admittedly on the smaller side. The mana is only aoe for web, which is still getting double the infused charges. I can see why "this is still better than before for you" is mostly correct. Ultimately I think i'm just overreacting to a pattern where paladin unique benefits get clipped in the process of improving common, or shared, skills and spells. It's a net benefit for all, including me, but it still stings a little.
Edit: appreciate the input and answers, thank you for walking us through the details behind it
I think this is me as well, I am generally even tempered about this kind of thing, but Paladins always seem to be on the losing side of the "We did this to unify these effects, and by doing so nerfed you", and the stuff we were suppose to get to be ours to even that out, is DOA.
As I recall this was the heart of the rogue service, that is currently in Limbo.
Yup. That was the basica idea. Rogues train folks in SMR
That was smr defense i thought, not offense
Let’s sweep discussion of the rogue service to the rogue channel, etc, etc
Reasonable
Anyways there are a bunch of stuff in minor circles that don't work with prime circles, sorcerers had 715 to reduce td for 118 as well which could make it a higher success rate than it is with smr... but ain't nobody was spending 33 mana on that, I'd much rather try 2 casts of 5 mana 118 now.
Curse (715) is WIP still (for mana costs when casting, and duration when affected by it), so expect some changes there too.
Yeah from what I can tell 715 is updated but only when using the cast verb, wheras curse still calls the old versions/cast times and mana. Not a huge deal, I'm glad for the partial change in place there. It's been huge for leveling sorcs and even ascension hunting.
One suggestion I have on auto success spells is to up their successive chances on overleveled critters from 10% to 33%, those really are the spells you really want to use the most on a boss creature or grizzled enemy, and I think 3 casts is reasonable enough to guarantee one to land if you are dedicating that amount of time to debuffing a creature.
Basically on things like the hinterwilds wyrm, and ascension grizzled creatures, those are the spells you should be using to get more stuff to land, and how they function now just isn't quite good enough in those specific use cases. I honestly wonder if at level 100, they shouldn't just work on anything and the level requirement only exist for leveling.
it's 20% now isn't it? with 10% decrease per level over the guaranteed threshold
I do think you'll eventually need a phantom level mechanic based on overall Asc exp gained. or just make that a secondary effect of having a charm. each charm =+1 phantom level plus whatever else it does
Like should we really have spells, designed to help us against hard creatures, that don't work against them I guess at max level. Phantom levels honestly make things worse, it'd be better to see ascension exp creatures to give them more stats without increasing their levels so much
The original intent of the disabler review was because so many of these things were pointless vs ASC critters, particularly in HW. I don't know how far we've gotten to alleviating that. Genuinely don't know
That was part of it. But also that off circle spells were just not usuable at all - even outside of ASC. Optimized primary circle training (especially for the warding pures) rendered the 2/3 level off spell CS garbage
If you want to delay the Bard disabler spell updates to implement the combined version of the previous bard proposals, found here: https://gswiki.play.net/User_talk:GS4ALASTIR/Between_a_rock_and_a_Bard_place
I'm 💯 okay with that.
110 and 118 have become very usable for my capped spirit casters not hunting ascension.
I mean except for the wyrm, and grizzled disir/valravns/disciples and invasion creatures, auto success is fine. I'm just saying that if it's fine in 97% why not just make it work on everything at level 100, and not have to worry about this song and dance.
Now maybe it's hard to create a lvl 1 to 99 version of the spell vs the lvl 100, that is very valid I think
Just to keep it top of mind, there is still an issue with Core Tap such that if you attempt to cast the spell while it is on cooldown, it doesn’t cast but charges you the full 50 mana.
Something was changed during the spell disabler review which caused this glitch - it wasn’t happening prior to that.
But if you are capped, I think it can be expected you may wish to fight anything that exists in the game at that point, be it bosses or invasions, and mechanically we probably shouldn't limit people's kits at that point.
I think there is merit to that a bit Vaemyr of "We made this spell much better at lower levels, but there is no way to make it work ascension, even with ascension" kind of stinks.
I mean it's better in ascension too, except for like a handful of things. So why should they be an exception, we probably should just fix it to work at that point regardless.
Do we know what the minimum training is considered?
Reading back all that and not seeing the word “Bard” once is pretty rough. Just going to assume those changes got scuttled by decades of bard spellsong spaghetti code and we aren’t going to see them shy of a profession review. Will be happy if that ends up being the wrong assumption
There's a lot of liberty taken with the English language here. If you assume designing for the low end is better than the high and if you assume mana cost trumps effectiveness and if your balance is more focused on level 2 undertrained characters than capped/near capped appropriately trained characters THEN it's arguably better.....but throwing out a statement that something is absolutely better with all those qualifiers is...bold
#1191064189981163611 message
When you change the goals towards the end of the process, it’s easy to say the changes are absolutely better in light of the new goals.
Bardsongs are a lot less spaghetti than people think.
I would like to see things like this fixed too - this has also been a long-time issue with 650...takes 50 mana even when it's on cooldown and just gives you an error message. I don't see why, especially since there's no way to know how much longer the cooldown is. At last 950 shows its cooldown!
Doesn't it go to the debuff window? (I can't remember)
650 and the aspect assumed go to the active spells list but there's nothing anywhere about the cooldown. You just have to cast the spell or try to assume an aspect, spend the mana, and see what the error message says. At least assuming an aspect while on cooldown doesn't cost mana...but casting 650 does.
Yep, I would have expected some sort of an update on bards.
I guess if envoys are still trying to collect profession feedback:...for bards, it's the same as from New Year's Eve: songspells were costing double. I'm unable to provide additional information.
Can you provide an example of the error messaging that you're seeing that's also consuming mana?
It just says "You need to wait another <time estimate>." If you need the exact messaging I can get it. It's not exactly an error message per say, but rather the spell's messaging that it's still on CD.
That doesn't drain mana from what I can tell.
Your extra illumination of the natural fades with a final wisp of inspiration.
You concentrate your focus upon the Aspect of the Yierka. A gruff, yet contenting inspiration courses through your senses, putting you at one with the offerings and spirits of nature.
Assume Roundtime 3 Seconds.
(Forcing stance down to guarded)
>reso
Health: 175/175 Mana: 400/425 Stamina: 100/118 Spirit: 6/6
Nature's Grace: 36,669/50,000 (Weekly) 29,229/200,000 (Total)
Suffused Nature's Grace: 0
>stop 650
With a moment's concentration, you terminate the Assume Aspect spell.
The green and gold energy fades from around you, bringing your awareness of nature to its original state.
>650
You carefully weave the Assume Aspect spell into the air, trails of indigo and silver mist following the somatic components. Twisting and twining, the skeins of energy leech power from you and, as you unleash the spell, you feel droplets of moisture dripping from your fingertips...
Your spell is ready.
You gesture.
You feel that you will not be able to fully concentrate upon the Aspect of the Yierka again for at least a few more minutes.
Cast Roundtime 3 Seconds.
>reso
Health: 175/175 Mana: 350/425 Stamina: 100/118 Spirit: 6/6
Nature's Grace: 36,669/50,000 (Weekly) 29,229/200,000 (Total)
Suffused Nature's Grace: 0```
It cost 50 mana because you recast 650. It doesn't know what aspect you're going to try to utilize when you cast it.
mana
Remaining Mana Points: 192assume wolf
You feel that you will not be able to fully concentrate upon the Aspect of the Wolf again for at least a few more minutes.mana
Remaining Mana Points: 192
Sure but why should it cost 50 mana just to tell me I have to wait a few more minutes? While I'd like to see it not cost mana in that case...if we at least had a cooldown timer for it we could often avoid this.
It can't not cost mana because it doesn't know that you're going to try to do an aspect that is on cooldown when you cast 650. You could be trying to do one that is not on cooldown, in which case, it's valid.
for me it's set to always use yierka so in some sense it does know that I'm trying to cast it as yierka
We don't train spells to look for patterns on characters though. I agree with spells not costing mana when on cooldown, but that's not really the same situation here.
the ASSUME STORE setting is part of the spell and lets your set a default so I'd think it would know...from my end it would seem possible that when the spell results in that message You feel that you will not be able to fully concentrate upon the it could be free or refund the 50 mana. But even if all of that is too complicated, just having a cooldown timer for it woud alleviate most of the problem for me. Thanks for looking into it either way!
Estild, I know we exchanged some messages about Slowed and its affect on Haste spells a few weeks ago. The issue isn't that Slowed stops Haste effects from working. That part makes sense! The problem is that even once the Slowed effect is gone (either by waiting it out, or Dispelling the spell that caused it), the Haste spell you have up continues to not work at all until you stop/re-cast it. This is the case for 1035 and 535, and I would presume 506 but have not tested it. Just wanted to flag since you're reading today.
Definitely agree it should also be listed as a Cooldown. I'll see what we can do there.
That would be a nice QOL improvement.
spell active
You currently have the following active effects:
Spells:
No spells found.
Cooldowns:
Aspect of the Wolf ...................... 00:01:17
Aspect of the Bear ...................... 00:03:57
Buffs:
Assume Aspect ........................... 00:07:09
Aspect of the Bear ...................... 00:01:57
Debuffs:
No debuffs found.assume wolf
You feel that you will not be able to fully concentrate upon the Aspect of the Wolf again for at least another minute.
Yeah, that’s pretty incredible.
So after reading everything that has transpired since last night, I'm left with a few questions. And while they aren't particularly spell disabler based, they are most definitely 1625 founded and deep dark concerns are now spawning in the paladin folders about what has recently been stated:
- If infusion is a fringe case for spell disabling, aren't we also saying that disablers for paladins as a whole are now all fringe cases - since 1625 spell delivery is a core balancing factor of the paladin class?
- If we aren't receiving the full benefits promised from 1625, doesn't that also mean that the removal of 1612 Champion's MIght was now a direct nerf to the class in all ways - when we were trying at the time to boost paladins? (If so, this trend of taking paladin advents and giving them out to everyone as a passive nerf to the class as a whole should be obvious).
- Pushing the entire class back to the end of the SoE timeline when the class has been waiting since 2018 for some attention might cause quite a bit of feedback. Where do we stand on getting them a new guru timewise, as it's turning very ominous for the class as a whole.
Hey Estild. You seemed to be of the impression that envoys (well, 1 of them at least) didn't have enough understanding of the system. Are you sure THEY should be compiling bugs? Seems like a way to get bad data.
oh Whirlin, the AS goes against the DS not the TD, silly Whirlin 🧌
We gather bug reports from various sources. BUG should always be used. Envoys help escalate player reported issues from Discord.
Maybe instead of messing with the spell cost thing since it is very complicated, 1625 could just be made to hold double the mana when web is infused?
It would have to be about 99% of the instances when this comes up for a paladin, not many people are using SK scrolls for other random setup spells very often.
More spaghetti code (adding a checks line for a fring case) is probably not the right move, Menos. At least from what I've learned of software engineering. I think I might have to go back to being active in the paladin folders since people seem to be so beaten down waiting on fixes that when a break like this comes around they don't even bother to raise an eyebrow. It's depressing for the class as a whole.
Maybe or maybe not. 1625 code might be younger or cleaner or easier to change without breaking another system. It's only castable by about 1% of the population after all. 😄
Wow. It's sad how that's probably true
It's fixable. If I can fix COBOL and code originally written on punchcards for FORTRAN then translated into raw C - you can fix 1625. It's not a matter of if it's possible, it's a matter of wanting to have it done and putting in the work. Sadly, Paladin as a whole has been shunted to the backburner since it was released and this is just another in a long line of very demoralizing issues surrounding the class as a whole
Paladin Strike! We will not be providing our community service to anyone until our demands are met!!!
Let me know how that works out for you.
I can guarantee you we haven't had a scab yet
This worked. They became warriors
Iknowrite?
Where are the extra TPs coming from for rangers to be 1x in ranger ranks? Thats an extra 10 MTP per level, compared to the previous training expectation.
I did it before the ranger changes. I just didnt hide. So not optimal
Same question was posed about paladins when the training costs changed. They said "We only expect you to be 0.75x".
But somehow we still have to be 2x in lores. Heh.
Its fundamentally impossible to train MnS and a weapon on top of 1x ranger pre-cap.
This is true. It would require you to train 2x in spells. That's a ridiculous expectation. But that's not the expectation.
The expectation is 0.3 MnS not 1x.
1.33x spells is the most you can do if you play a very barebones open archer
Many rangers go to 103, then go up the 6s at about a 3/4ths per level rate until cap. You don't actually need 107 with your ranger pre-cap because you can get blues from others if you REALLY need it. Same for alkars.
I think I’m confused where the 1x ranger base is coming from. The entire point of the changes to disabler SMR is to increase the effectiveness of the disablers when you are not fully trained in the spell circle. The people who were talking about bonus going down are fully trained or even overtrained.
Estild said it was the minimum expected training.
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This is the post I think people are referring to, and it doesn’t say that, right
It specifically says rangers are expected to train ranger base but not be 1x
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?
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Okay so we’re all on the same page right
It specifically says minimum training is 1x, and thats essentially impossible pre-cap.
Minimum ranger base training is not 1x
I’m going out of my mind
It 100% does not say minimum training is 1x
It says less than 1x
It's saying 1x is minimum expected. It's a discord response, so not wordsmithed, but that's what that say.
????
That was my sense too.
I don't see any other reading of that tbh. Anything less than 1x falls under the minimum that was asked. (Edit for below, some of us have to slow mode.)
We are in agreement that the actual words written there say
“Less than 1x”
Right
This is not a bit
I am 100% baffled at your reading of this
It seems unsupportable
I hear you suggesting were disagreeing over the term “minimum training”
he said 1x spell ranks, not 1x ranger base
1x is generally referring to total spell training not specific circle ranks.
Can we get agreement on physical reality to the degree that discord is physical reality
"less than 1x spell ranks" were definitely the words that were posted into my discord
Yeah, I don't see any way you don't see that as 1x spell ranks being the minimum from those words, sorry, I don't know how else to explain it.
“What is the minimum training”
“Less than 1x”
That sounds to me that the minimum is less than 1x
What i understand you to be saying is that Estlid’s language was poor. And it should probably read something like, “minimum training is exactly as it has always been… , but, if you’re less than 1x in ranger ranks, you won’t notice a difference, or it may even be better.”
I think what I’m saying is
It sounded to me that anything less than 1x was less than the minimum.
I'm sorry, I'm with Tikba here, like there's no need to try and apply hidden meaning to these things. The words answer the question "What is minimum training" and "Less than 1x" so minimum training is <1x spell ranks
That this conversation is infuriatingly baffling to me
I understand that many people have taken away an interpretation of those words not closely linked to what the words are
That is why I sought clarifying discussion
A minimum is not less than a specified number.
the minimum in this case is the ranks = to aquire the spell
I would be okay with “what the hell does that mean” for sure
It’s the “it definitely means the opposite of that” which I find difficult
Q: What is minimum training? A: anything less than 1x. Q: what is non-minimum training? A: 1x and above.
We are helped in our deciphering by our understanding of the actual change itself, which has the functional impact of improving the effectiveness of SMR disablers for characters less than 1x trained in the circle
So should weed mages be adjusting themselves down to 0.67x ranger spells or something?
Probably not because they also want to use their CS spells
I just 616 x99 (it has worked..... used to work?)
You don't need to adjust anything with your training. If you trained heavily in spells and lores before, you still benefit by having higher Spell Power. If you trained less than 1x in spells, you likely received a boost. Spike Thorn (616) was not affected.
1x to me is heavy spell training.
so how does spikethorn work for weed mages who hunt ascension? (I do not yet hunt there)
That's a better question for #rangers. It's not directly affected by the Spell Disabler Review.
I trained heavily and am not getting a benefit.
You can definitely 1x total spell training while leveling as a ranger. 1x circle plus additional MnS is less doable until cap.
For Spike Thorn? You're getting the exact same benefit as you always have.
This is a genuine question, not an argumentative question. If the goal was to standardize, why not adjust 616?
616 is not a disabler.
I'm 1x trained in ranger ranks, which is heavy ranger spell training, and there's no benefit for it in the ranger disablers.
Got it. Outside the scope of the review.
There is a benefit. It boosts your Spell Power.
Estild, my comment is that the idea of Spell Power, which I think was mentioned by Auchand a few days after the release for the first time, incorporates training that is not standard. Why and how did spell power come to include spell aiming?
My impression is that my chance to hit has gone down slightly.
My understanding from this conversation is that it does not boost spell power until it goes over 1x.
If you were exactly at 1x, your chances were about the same. Less than 1x, they increased. Above 1x, they decreased (in many cases, from near impossible to miss, to almost near impossible to miss now - lots of great examples of this in #rangers).
So does going from 0.7x which is my understanding of normal training, to 1.0x, which is what I have trained and regard as heavy training, provide any extra spell power to ranger disablers?
Also, we’ve been talking in rangers about the mention that a single target bonus will be applied to 611. Will that be +15?
Yes, every rank helps. 2x > 1.5x > 1.0x > 0.75x > 0.25x, etc.
Am I correct in this for ranger circle disablers and ranger ranks:
1 - The gradient with training is shallower than it used to be but it still exists, at all training levels.
2- 1x training is set be the same chance of success as previously, but may be slightly different for particular individuals who are 1x trained due to ranger ranks not being the only factor.
The change to the lore bonus is probably the relevant aspect there yeah
Spell aiming?
That is a new factor, but it is a small bonus and the base formula was designed with it strictly as a bonus (meaning it’s completely optional, but a potential path for advanced training).
So 1x ranger ranks is what I'd call the calibration point between new and old formula for ranger ranks, 0x is the calibration point for SA, and I'm not sure where the calibration point is for lore, but my impression is that its also 0x. 1x is only minimal in the sense that the difference between old and new formulae is closest to zero. Its the same sort of confusion as arises in runestaff training from calling 8 magic ranks minimum when its actually the calibration point for two different formula for DS.
#rangers message
Is there a tldr pin for today?
experience post cap should give this automatically.. ie: every 5 million post cap experience = 1 level
Some people would be so high level their SMR stuff would annihilate even Ascension creatures on contact. 😄
A better design is limiting levels of creatures and basically giving them ascension exp, that could increase their skills. The level thing is not a race players want, it would be much much better to kinda standardize the level of ascension creatures around 105-110, and if needed to be made stronger use a separate system, not just bumping level.
Which I think we have seen in both ME and the hive, those areas do not have the lvl 115+ creatures that disir/valravns/disciples can be.
I don't think creatures ever had skill caps, wasn't it mentioned one had like 4x perception when lots of hiding questions were getting thrown around
I think I understand this — and it seems to make a great deal of sense to me. But, can you give me some examples of what type of increase in skills you think would be good?
So, instead of continuing to increase level, where things like smr would have diminishing returns, the increased difficulty from certain creatures would come from increased skill levels or stats?
I mean essentially if you wanna buff smr on a creature, they could give the feature more dodge or combat maneuvers or physical fitness, ds they could give dodge or agility, or shield depending on what they use, same with as and so on. Td they can give them the appropriate Stat bonuses.
Are you aware of any design goals to continue to increase mob levels higher than we’ve seen in HW?
boss monsters are 120 currently
Sybil. Packmother. Wyrm. I assume Shardmind too...but I only killed that once.
hive and moonsedge both came after HW and have equal or lower creature levels
I think 120 is fine for boss monsters, normal ascension should cap at 110 base as the highest imo.
It just makes all the level v level stuff much easier to understand and balance that way.
Obviously hinterwilds came first so I think there's some obvious growing pains there
I think if we had some standard rule about X ascension critter experience gives you Y effective levels it would be fine. REWARD the players who hunt ascension. Not the dudes who bigshot OTF 24/7....
Yeah I mentioned that I think this is kinda already being followed with me and the hive.
Giving effective levels is just too slippery a slope, better to balance within the current confines of the systems then create an arms race of well now players are 110 I need 115 mobs, but then these players are 115 makes those trivial, and so on.
And again I actually think that's happening with future ascension grounds baed on the last two released, it's just not something that's been stated
I hadn’t really thought about it. I assumed that super ascension areas would be next.
lol imagine dev reading this - they just designed a new system based on post-cap levels and we're like: actually, that's not good - cancel that - instead go redesign all >100 critters and combat systems and then redo this one thing based on the new game you just created.
I've thought about the idea of creatures getting Ascension skills before too, but I'm not necessarily sure it solves anything unless they could go beyond the player cap of Ascension skills. If they can't, then players can just match them eventually.
I don't believe they have caps on skills with or without ascension. They can just have 500 ranks of something
So if should be that a dude who is right at cap can ascension hunt but its super hard, more experience players 3x-5x cap can obviously do better in ascension then maybe super ascenion 120+ can only be realistically done by players who are super ascended "effective level" of ~110..... so its like a shifting windows of expecations. a fresh cap player in super ascension 120 would just get immediately massacred by the level gap.
It’s a really interesting question, that with only 13m exp, I probably don’t need to think about for another 3-5 years.
Okay... but if that's true, why do they need Ascension skills at all? Just pump up the normal ones.
I think at some point folks who are way on the upper end have to accept that they are going to outlevel, outpace and trivialize any and all content
I wasn't meaning actually give them ascension skills I was just comparing that balancing them via skills rather than level give a lot more fine grain tuning that you can do
Super ascension is just pvp. Just Yakushi Xanlin brawl in the wild.
I accidently killed someone in the HW shrine before. Does that count? Am I now Most Dangerous Game hunter?
The fact that milestone is still locked is so silly to me, but I think they are gonna use it as the quest requirement for charmstones at this point.
I'm not honestly sure why it even matters to people. By the time you are looking to get it, 50k for one ASC point is pretty trivial stuff
So you can get 10/10 milestones - It’s not in monsterbold. And that hurts.
gemstone definitely doesn't attract the type of personality who would obsess over 100%ing an achievement list. nope. not here.
Super ascension could be like a land of all 120 critters that truly need be disabled tons before you even get a chance to start damaging them, have very high health but loot pinatas.... like right now some players CAN solo the Wyrm, imagine a hunting ground where multiple wyrms and other wyrm-level beasts just roam and you have to take EACH one super serious.
Ah...I'm not a checklister. Fair. I'm never getting that Artisan skill one and I'm very proud of it.
The one thing that gets us to not obsess about completionism is when it's entirely impossible like collectibles. 🤣
you haven't gotten 10,000 ultra-rare collectibles yet?
I think the Wyrm is currently non-solo-able.
I would have to check. I do remember they might have updated it. Maybe a land of old wyrms with new wyrm being the apex predator then.
packmother is kind of a joke
I think the many years to finish ascension would still take less time than finishing collectibles
look i've found 6 ultra-rare collectibles. i'm well on my way.
Collectibles, the true character disabler…
Heh, me too. And it's only taken 5 years and two months! At this rate, I'll have 10,000 in another ~8,536.68375 years!
it's like 10,000 spoons when all you need is a whisper of divine essence
or whatever the ultra-rare is i don't even know
IT'S LIKE RAYEYAYYYYYYN
I feel like I hardly see collectibles drop anymore. I dont hunt anything that is mini-boss critter though
Wait about 21 minutes, you'll start seeing them again.
If boon packs had been added to every hunting ground in the game, then maybe we could talk about collectibles.
Okay guys this is maybe a little off topic
maybe something like every 7.5m ascension exp = 1 level would be fair
but i still think regular post cap experience should count for something when it comes to spell power and things like sheer fear (different subject but similar topic). Doesn't make 100% sense to me that my 11m wizard can have a stronger 917 than my 60m wizard just by going 127 wizard ranks instead of 101... and they get equally feared by undead...
Harness Power should be another skill that contributes to spell power... I'd say it should be harness power over spell aim all day... especially since its a skill that anyone that uses magic benefits from equally... you wouldn't just train harness power for spellpower and have absolutely 0 other benefit.... like a bard or paladin trying to improve their spell power by training spell aim... womp womp...
Haven't I seen you around OTF 
I think we should def. call them charmstones moving forward 
Also, disablers, spell disablers, disabler spells, yada yada ...
Dang, nobody thinks harness power is a more appropriate skill to use for scaling spell power than spell aiming?
If you're going to make Harness Power the default skill to scale spell power, it would be easier to just give default power scaling per class. It only makes sense if you are choosing a skill based solely on what would be the least restrictive based on normal training
i think it compares well to using dodging as a skill for defense SMR (squares can triple train, semis 2x, and pures only 1x).. defensive SMR has many more factors though.. I wouldn't be opposed to spell power SMR having many more factors besides spell ranks and spell aiming..
Dodging is one of several skills and is subject to heavy diminishing returns as a collective group for SMR defense purposes.
I don't disagree with you that several more factors could be used, but I would guess they are just trying to avoid runestaff training 2.0
I would be remiss if I didn't acknowledge how much better this is. An ethereal triton psionicist points a clawed finger toward you! A crackling whip of energy lashes out at you! CS: +463 - TD: +371 + CvA: +5 + d81: +59 == +156 Warding failed! ... 23 points of damage! Eye struck as you land face first, swelling it shut. You are stunned for 5 rounds! The residual psychic energy from the attack surrounds you. Thank you.
You should stop letting them do that
So true.
Hey how about those bard disabler updates
are we disabling bards? about time
quick. someone go 202 bard ranks build and post about them in the pure bug thread.
I made one too. Don't need that other one
Hey how about those bard disabler updates
Is being on fire from 519 supposed to be limited in duration like other disablers?
Rolling still wasn't putting it out over 30s after it hit me (and my survival should knock maximum duration down to 23s).
The disabler version probably got forgotten
I can only speak as an implementer on the disabler review and not a designer. 519 was only slated for mana cost and castrt changes.
So are you saying that... some people just like to watch the world burn?🔥 😆 🔥
So a question: Since interference is auto success now, what's it's duration based on? The standard duration is based around a roll, which interference doesn't seem to have anymore.
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like they said that has the MIN and MAX duration with the actual amount given by an endroll. it doesn't say what autosuccess spells do.
;e t = Time.now;Spell[212].force_incant;matchwait /distract/;echo Time.now - t
<some time later>
[exec1: 60.793236529]```
so it looks like it is the max at least for 212. I got a minute for both a super low level target and a capped target slightly higher than me, a couple of times each.
So it's a hidden roll?, since the spell is no longer a warding or a maneuver as outlined in the link
i think it's just set to max, i don't know. if someone is super serial brave they can go 212 a disir and wait around for a minute
I don't get why every one keeps linking to something talking about diffrent mechanics than the question at hand
but at the very least even up until normal capped hunting areas it seems like it's just 60 seconds unless i was just super awesome a few times.
That's a pretty nice buff. Wonder if it's actually intended
the duration before was crazy.
10 + (MjS spell ranks / 5) + (warding failure * 3) sec capped at 120 second
so....2 minutes every time basically lol. obviously it's substantially more usable now but duration wise it was a nerf for anyone that was using it.
Personally I'm not able to get close to a warding failure of level of 300+
If I was, I would just lead with my attack spell and kill them outright
at least not on similar level creatures
inverted my math
A reliable 60 seconds is, in my opinion, better than an unreliable 2 minutes. especially when all of the fights i've been in don't last more than 30 seconds unless my luck is brutally low. So i'm all for the change
CS: +423 - TD: +370 + CvA: +14 + d100: +88 - +20 == +135
Warding failed!
For a brief, terrible moment, your mind is opened to an unspeakable valence of being! You are stunned!``` This mindjolt had me at like 35s -- so mindjolt does not appear to be capped at 30s duration.
Mind jolt is different in some way. When I was doing 1040 testing a year ago or so, there were lots of times I could shake stuns of whatever duration but not mind jolt of equal duration. At least I think I'm remembering that right.
Cross-posting a bard spell disabler review (SDR) update for awareness as there hasn't been any updates in here. It appears to not be a dead effort.
I've mentioned the staff resource issue in a few channels now, but once we're fully stacked again, we'll be picking off all the projects that have been announced or announcing they are dead. I don't see the SDR or profession reviews being dead. Savants have died a few times, but maybe one day.```
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Does this actually reference bards?
No, touche`. However, the statement was made amid side conversation of there having been no SDR updates on bards since 12/31.
I share and understand your concern over generalized silence on outstanding issues
The GS staff cannot confirm nor deny the existence of Bards in the game. That is all.
Bards? Arn't those the npcs making music in the inns?
Did someone say beards?
Just popping in to express my displeasure with 611.
All this talk over the years about things needing nerfed, yet they're not nerfed, but you come for rangers whom are middle of the pack!
Well they're not nerfed bc people complain harder than rangers! 😆
I’m complaining over in #rangers enough for the whole class.
/sigh... Now I gotta go check #rangers
More like ragers am I right?
I thought this was a buff for lowbie rangers and a scaling down for capped rangers?
Yes.
Next thing you know they're gonna be saying giantkin and halflings have the same amount of blood!
Standardization is super important.
Hey how about those bard disabler updates
Being standardized. Hold for the next available agent please
It’s the inevitable terminus, when the goal is to make everything balanced, instead of the goal being fun, unique, dynamic classes.
I think that's kind of hyperbolic. Rangers are still a fun and dynamic class. 611 is still a very strong spell.
It’s hyperbolic to suggest that standardization as the endpoint, robs classes of dynamic variation?
It's hyperbolic to suggest that standardization is the endpoint based on the balance changes to 611.
I dont know which point is more accurate because no purpose to standardization has been articulated from staff. Maybe it can lead to something excellent. But we are in the dark
It was literally used as the justification — by staff’s envoys, at least.
except you're twisting it to mean something it doesn't - Nisugi's comment about giants and halflings having the same health pool. Your comment about no longer aiming for classes to be fun/unique/dynamic.
My conclusion is that standardization and balance as an end goal is a bad justification for changes. My evidence is the 607/610/611 changes. I don’t think that’s twisting anything.
I mean you're mad about a nerf - and I feel you - I have a capped ranger too and I've seen many nerfs to many of my characters over the years and it's not fun. However, 611 is probably better than it was last year despite the nerf...I mean it's certainly better for rangers who aren't post cap - but even still if you traded some endroll for 2 second cast and 5 mana cost I think we came out ahead.
I’m not mad about a nerf. It’s actually a significant boon for my character. So, no, that is incorrect. I am mad about a poorly thought out design mechanism, that hurts the dynamic gameplay of the class.
I’m mad that instead of thoughtfully designing a disabler review to make the game more fun and dynamic and engaging, we got this.
It’s not a nerf that I’m upset with. I can live with nerfs. I am disappointed with the process, communication, implementation, and apparent design goals.
I’m disappointed that they moved the goalposts after implementing.
And, I’m upset that the post facto justification of standardization is supposed to make me feel okay about it.
It does feel like we’ve moved very very far away from “caster disablers dont do anything to HW critters, help”
I don't see how the design mechanism is poorly thought out - I think you're taking snippets of info and making broad generalizations about it.
I don't see what dynamic gameplay got hurt outside of maybe the 410 situation.
What I see is a bunch of awesome changes mixed in with some balancing of spells that were well outside of standard range and OP...and yes those are nerfs and we don't like nerfs but sometimes they happen when devs see the bigger picture and try to brings things in line.
We are so spoiled with communication btw. We get more communication here than any other game I've played in my life and yet we seem to feel like we're entitled to hearing everything Wyrom hears about every situation. Not to say some improvements aren't possible...but we've got it damn good imo
It would help alot to explain that bigger picture. We are bringing in this unpopular change because of Y
We are spoiled with a game that has a 30 year long lifespan.
I honestly know more about the next 6 mos dev cycle of games i dont even play than i do about gemstone. Some parts of the game are well communicated, some are not. This is a boutique product with very boutique price tag. A closer connection to the game’s future is a reasonable ask.
When they have to change the review objectives after the fact to justify their changes, because they have no other reason, that’s evidence to me that they significantly missed the mark.
At the end of the day, the disabler review did nothing for the ranger class to make it better, except cap stun and cast durations.
It doesn’t feel like it’s done anything to help my wizard be more viable. Those are my experiences.
I hear some other classes have 1 or 2 other things in their toolkit.
How much more do you actually need? Was 611 not one of, if not the most powerful disablers in the game? Then they cut it down to 2s cast and 5 mana and made it even better? The numbers I've seen post-nerf still look pretty reasonable.
Is it a fun change? No. Then why do it? I dunno. They might have a good reason
Come on - rangers were already awesome, diverse, and excellent disablers - 611 got a little less effective but became more dynamic. 110 and 118 got amazing buffs too - even 135 is actually somewhat usable. Sounds, breeze, tangleweed, swarm all got reduced mana costs and 2s cast. Rangers are still awesome.
Many studios are very communicative with their dev process especially when the title is in the alpha/beta stages
Again, 610/611 didn’t get less effective (for me). This is not me complaining about a nerf. Again, it actually got more effective for me.
At the end of the day, the disabler review did nothing for the ranger class to make it better, except cap stun and cast durations.
??
How can I make this clearer… the disabler review did not meet the (original) stated goals of the disabler review.
It did meet goal (4). In my opinion (1) was a huge miss; (2) I don’t even understand what this really was trying to address; (3) I do not think this was achieved.
When (1) is the most important stated goal — to make magic have options available to set up creatures and disable creatures, the review missed this mark.
Assuming this goal stems from the fact that pure gameplay, and to some degree semi game play, is not dynamic at cap for most classes, and characters hunting ascension areas don’t have great options for disabling and engaging in hunting mechanics, the disabler review objectively failed.
almost every disabler got better - more options now exist - especially more feasible options - so #1 is a failure why? just b/c disablers still aren't awesome and consistent in the hardest zone in the game meant to be very challenging?
#2 was so disablers could be more effective at providing experience in groups...I think they changed that to be unequivocally better.
#3 you want them to standardize or not? are you complaining about standardization or about them not meeting their goal of standardization?
I’ll just speak from experience. My wizard changed from 410 to 912, but no substantive improvement in gameplay. For my ranger,, 110 got a second target, but is not impactful enough for me to utilize, the changes to 118 continue to make it non useful for me, whatsoever. You already know my feelings on 607/610/611.
I think sometimes we have to ask ourselves "are things really as bad as I'm making them out to be or am I just pessimistic and looking to vent". I feel like most of this conversation is a game of semantics.
I asked that question and the answer is, no, this is not game ending, and yes, I am looking to vent.
How is reducing mana costs and cast time not large buffs to ranger disablers? To any of the disablers.
Because except for pure build rangers, at cap and beyond, mana constraints aren’t an issue. And because arcane reflex already deals with rt reduction in a thoughtful, engaging way.
some got much more effective, some spells got less effective, most saw reductions in mana cost. Personally I would have wanted to see more skills or stats involved to scale at the top end, vs bringing the ceiling down and suggesting we cast multiple times.
Cast time reduction? I think you, in your displeasure of the nerf, overlook the other changes which were improvements
Umm it made every spell there a better option than before.
Again, it’s not a nerf to my character. It actually makes my stats go higher. It’s not displeasure with a personal “nerf.”
I dont know of any caster who couldnt hunt HW before now being able to. I do know of characters, even non casters, who are now better at HW even more than they already were, even with lower xp totals. Something definitely didn’t land
So that's just false ptolemy, hw got much better for sorcerers with 715 and 413 changes, the barrier to entry for them also dropped significantly with those
Ditto with interference changes for clerics and empaths, but I would say that wasn't as big a change for them in hw specifically.
....maybe we could see some hard numbers
This is how it was, this is how it is, this is where we want it....
Re (3) I’m suggesting that it did not meet the goal of “combat flows more naturally.”
I love that this was a goal — it’s the best part of being a ranger, and I assume what every other class aspires to have (except warriors, because combat flows naturally for them). I’m suggesting this objective was not met.
I say it did, as that goal specifically called out long disabled times of enemy moves which were significantly improved in several ways.
The lower cast times on disabler spells also significantly improved weaving them in for killing things, as you are sacrificing less time to use them
Clerics, rangers and warriors out perform wizards in HW for example, even at considerably less xp
"bolting" wizards, archer, 917, and 519 do very good. And disabler review was never stated to fix bolting, I wish it did, but that was never a goal
Then, I understand why we’ve come to different conclusions, and why you think this is great, and I do not.
At what xp level?
My personal hope was never to have anyone “do very good” in and of itself — it was hoping for diverse, varied, engaging systems.
everything is fine until you get past the villages
I mean immolate just requires 3x spells and a bit of enhancives with 413 changes you can even skimp the enhancives.
Forcing people into singular builds supports Leffs contention
Bolting, has an issue in hinterwilds, this is a known thing. That doesn't support nor harm any arguments here. It wasn't addressed with disablers, nor was it a stated goal of disablers.
A just capped cleric can handle HW content much better than a just capped wizard. My warrior is currently immune to a level 114 critters ewave. It cannot hit me. Its fair to say there was a massive pivot 48 hours after rollout and we are seeing it now trickle out
I mean — it should have been. You can say it wasn’t supposed to be addressed — but I think it falls squarely under why stated goal (1) failed.
yes, clerics and warriors are classes that have had a full class review, wizard has not, oh I wonder where that difference is
The goal, for players, was always to do content at the asc level. It was what started this whole discussion over two years ago now.
I think it's possibly presumptuous to suggest you know 'the goal for players'. At best you know the goal of some players. For my part, I had one desire for this update, and I got what I wanted. As far as I'm concerned, it's a success. Everybody has different expectations. 🤷♀️
You wanted nerfs?
Just spent a while going back through discussions from two years ago, and the stated things that they would try to do, were minimum level of effectiveness,
#893166883568775268 message
Reducing mana and cast times (no specific link here because it's spread out everywhere, you can see them talk about it in that divergence thread)
And reducing/capping things like enemy effects, like stuns
#959820113991860284 message
So why are we making changes that arent fun? Whats the end goal?
Yes. In particular, I wanted a nerf to 410 and 435, such that they are still dangerous, but I have any ability to resist them. I now have some ability to avoid those spells. I am happy.
I am honestly surprised a rogue would struggle to avoid ewave but im glad it worked in your favor
and I really do understand nerfs are not fun, sorcerers have had more nerfs than any other class (outside of the fiasco that was divergence) over the past several years all in the name of "fixes" from 711, 709, 711 again, 410, and I understand each one of them, they didn't make me happy, but I understand how the design fit those changes.
I think someone explaining the end goal of standardization would go a long way. Right now, no idea where its going or why the game benefits
The problem with this argument is that you're the one defining fun. Fun is wholly subjective. Apparently some people find 'fun' to be running around in god-mode, killing everything instantly with no chance of being touched. Is that the kind of fun we should have in mind when making changes? Some people also find playing hardcore fun. One death and it's all over. Is that the kind of fun we should orient ourselves towards?
There are several things that I want buffed, and several things that I want nerfed. All buff and no nerf isn't an especially healthy way of approaching it, in my personal opinion.
I think you are describing someone else. My guy is definitely not on god mode. As for fun…dunno? Are there rangers happy with this change? Or just some who dont care?
I wasn't referring to you, to be clear. I do know some of those people in GS, though. That's genuinely fun for them. More power to 'em.
Fun is subjective. But, as a whole, rangers viewed their class as dynamic, engaging, variable, customizable.
I think warriors do too.
You cant nerf them anyway. There is weird split where Dev seems concerned about the balance of power your class provides, but doesnt give a fig about the balance of power your wallet provides
you mean outside what they've already done, but is not good enough for people?
#1191064189981163611 message
Right there, thousands of lines of code, and making sure that things are standardized avoid coding issues in the future. Right there is a perfectly valid reason to do it.
Ok. For what future purpose. Once we have this standardized, we will be able to do….what?
...Ease the development of new code, since we have a template for how the standard should look? Simplify the process of fixing bugs, because there is comparable code to rule things out against? I'm not even a programmer and the benefits are evident.
I’m not sure there has to be a tension between “code standardization” and developing systems that are dynamic, variable, and engaging. I think that’s a false binary.
That’s beyond my pay grade.
But Naijin standardized PSM3, and its dynamic, unique, and engaging,
it's right there, to make coding in the future easier, I understand you are not a developer, you have no clue what looking at a 5 year old code base is, much less 30 years of code like gemstone is, anything new you create should always be standardized as much as possible to create less bugs, easier teaching of people trying to learn the code base, faster projects
I’m not sure why slapping a poorly designed spell power label on existing spells, shoving those square pegs into round holes, will result in better future development.
so, why is it poorly designed? The spell aim scaling? Would you feel different if it was mana control scaling? (I think it should be mana control no spell aim cause mana controls are generally something all pures/semis need for their services IMO)
Ill use an example. Stam regen nerfs were needed because otherwise it would trivialize psm2 changes. Psm2 changes were needed to allow psm3. I dont have to be a coder to have the team explain their roadmap
I agree.
Ugh mana control.....it would make more sense than spell aim
I never said ‘change is bad. Nerf is bad.’ I said…why? If the answer is a worthwhile thing, im in. Right now, its just unknown.
mana control makes a lot of sense, it's still a headache, but we all kinda want it eventually to up our service skills, so at least it falls into a training path where noone is training something totally useless
But when you have to invent a mechanic to plug a hole with, that was created by not being deliberate… to address what was apparently a goal from the beginning…
When people realize this standardization means paladins and bards will need spell aim......
but the concept of spell power for smr spells isn't a bad one, they just picked a skill that is... very very questionable as one of the ways to scale it
So, what would I still like to see? I would like to see PSM3 for spells.
If they told me this was all done with that as the objective, and here’s the roadmap. Fire. But, this is the end game, right here. They are calling it all fixed and moving on.
that's the spell lore system, which is so far away it's with there with savants and further ascension 😦
A roadmap would be great
And, I will tell you, I would not bat an eye if they undid every change they made to 100s and 600s. I’d feel like the ranger class would be better off.
yeah that shouldn't happen, but again I'd all for making spell power make more sense so that as it is standardized across things, it isn't just an exp tax on certain people for no reason
spell aiming skill should help aim spells, right?
Here is my attempt at using 118 in an ascension area. Moving forward, a bloated kiramon broodtender gets too close to the rippling, sticky web! [SMR result: 36 (Open d100: 30)] The web turns away harmlessly from a bloated kiramon broodtender. Sensory tendrils whipping, a bloated kiramon broodtender skitters northwest with surprising speed.
I mean, if they wanna make spell aim increase CS... cause it "aims" spells, then I think people would train it haha
Spell aim helps aim bolts.
Magic maneuvers should improve spells and magic disablers, via PSM3 magic edition.
well it's not called bolt aiming! I would love more buffs to spell aiming not just more pigeonholing into bolts
spell aim helps implosion, condemn, etheral censer and probably more - not just bolts
Sorry — don’t listen to me, I’m a ranger, who knows nothing about spell aiming. But, I’m being forced to learn.
so is the reduction of 611 mana by 50% and cast time by 33% worth the reduction in effectiveness from 125% to 100%? I would say so...
No. Absolutely not.
Estilid not giving out FREE LUNCHs out here folks! you gotta pay the price for greatness! trade effectiveness for ease-of-use!
[SMR result: 171 (Open d100: 81, Bonus: 25)]
[SMR result: 114 (Open d100: -8, Bonus: 25)]
[SMR result: 107 (Open d100: -8, Bonus: 25)]
[SMR result: 126 (Open d100: 65)]
[SMR result: 181 (Open d100: 121)]
[SMR result: 111 (Open d100: 55)]```
I think AoE web just suffers from not having the single target bonus. The above are a smattering of results from the HW pits, some with 650 spider and some without (last is a disir). Also lol @ two identical negative open rolls in a row.
Anyway, the spell disabler review buffs massively outweigh the handful of nerfs from my perspective. 212/217 alone smashed the gap that spirit warders face in ASC access. 912 is now absurdly good - knockdown, stagger, stancing, disengage AND a chance at perpetual room control with vortex? 110 found a place in the world.
Then there's the RT reduction, which is one of the most impactful changes anyone can make (see: SK506/SK515). Mana costs can be trivialized eventually, but for every leveling character up through early cap can benefit from this substantially.
My personal goals for this change were all met. It opened up the toolkit for many of my characters to utilize previously dead spell slots. It made all of the spells I *did* use previously even better (except 410, but that's okay). Is 118 better than 611? No, but it has a place still. 110 is similar. I don't need them to be the best at what they do for them to be usable.
...
It’s not easier. It’s lazy. Developing arcane reflexes was a thoughtful and engaging way to reduce spell RT.
Your data doesn’t capture the picture. What’s your MnS and spell aim and lore?
I sometimes wonder if bigshot mindset plays a bigger role in some of these though processes. This isn't intended to be a judgement or critique of BS users, but I feel like the relatively limited capacity to which you can craft a routine programmatically in BS influences perception. Meaning, if it's too hard to construct the logical paths within the capacity of that toolkit, then it becomes effectively useless.
Compare that to actual decision making by a player and the whole landscape changes, because it's much easier to adapt. While I still automate my hunting routines, I have customization options well beyond BS' capacity so I can throw in variety much more easily. Heck, I can even throw a randomizer to utilize a given spell/maneuver just because! Toss a bolt in sometimes.
Also, as a closing note - continually calling devs lazy/thoughtless/intentionally malicious/etc is a surefire path to destroying the game and has no place in constructive criticism.
I don’t bigshot HW, ME, or the Hive. I only bigshot places where it’s easy enough to not warrant dynamic game play (eg Atoll).
Calling the game design lazy is fair criticism. I’m not implying anything about any specific developer’s work ethic, commitment to the game, or value as a human being.
It's not that it is fair or not... it is that even if you win the argument you probably the lose the war when everyone leaves. Which we have seen many times in GS dev history.
Fair enough.
It moves nothing forward to do so. It just widens the rift between "us" and "them."
It's not that I'm calling you lazy...it's just that your work is lazy...lol
I dont think its productive to say its lazy. I assume everyone is working with good intent. Even when i disagree on the delivery
I apologize for stating or implying that any specific person is lazy.
Yes
Fires already out Tikba.
That’s what I thought yesterday!
There’s always tomorrow.
this would be a terrible decision, not least because it exemplifies the pernicious attitude that destroys MMO communities, which is "I should think about game changes primarily as they affect the power of the class I prefer"
I agree. They should not undo it. I said that too Tikba.
you should just not MAKE the bad posts in the first place rather than making multiple contradictory posts! that is poor communication!
I’m not on staff or an envoy. I get the luxury of not being consistent. I can be right multiple ways.
man
I can both say, the design was bad, I would not blink an eye if it reverted, and also say it would not be good for the game to revert it.
I am impressed with your effectiveness at pursuing your goal of getting all the envoys to quit
Ratchet the post timer up!
Being brutally and yet detachedly honest, I actually don't care enough whether the spell disabler review did or didn't meet any given stated goal to even think through what I believe about each of those goals.
I just hope they finish making the bard ones work (mechanically, not referring to effectiveness), call it a day, and then move on to more important things. And by "more important things" I actually don't just mean the things I'd most want to see them work on, but almost literally anything else since it's extremely clear after catching up on the morning discussion that we're not getting anywhere in here.
Leff is going to get a judge to assign him as special comptroller for all ranger-related Simu decisions. Ranger dev decisions have been placed in conservatorship by lawful judgement!
I actually think this is a totally fair comment as a subscriber with no authority or responsibility posting in a public forum
I don’t want that. I’m not smart enough, well informed enough, or consistent enough for that. But I like your 607 idea.
I don’t begrudge this position at all. I think it’s completely reasonable to say, this isn’t a big deal, time to move onto the next thing.
You don't think at this point the 'bard parts' are likely just becoming a 'soft bard review' behind the scenes?
I'm assuming thats why we had the delay, then the silence. I assumed they looked at it and said...do we really want to fix all this only to replace it all in a year?
I think anything is possible, but what do you mean by "soft bard review"?
Take some of the existing spells and start implementing whatever plan they have for bards
Or just put it off entirely, get the rest of the stuff done, then go right into bards as a profession review.
Bardvergence
I'd consider that a possibility. I wouldn't go as far as assuming it after how the last attempt at the bard review went.
I'd be inclined to agree...but we right to live on this release with no feedback at all. I'm assuming thats the new development model
If I were them, I'd definitely want to do the bard review with no advance notice this time.
But I'm not them and I honestly don't know whether that would be uglier or less ugly than the advance notice way. 🤣
Yeah, thats definitely one of those 'i'm glad I'm not a bard' moments for me.
I was excited for the first bard review, was excited for the second bard review, will be excited for a future review. You know a class is boring when you're just spec-ing your bard to have ANY INTERESTING CMAN just to add some flavor that isn't "cast your spells and type kill"
Ranger me all "and then I do this and layer that on and add a pinch of that, and then that dude enters the room so I toss this other things, and then we throw out the AoE that mucks with them all, and this and that, and so on," Bard be all "kill, kill, kill, kill, kill, kill, kill." It's certainly efficient, but only fun if you're reading a book while it's bigshot-ing
So by all means, ninja a soft bard review thru this!
It was the last will and testiment of Alsemer, Envoy of Semis, 2024. RIP.
Also, I'm fine waiting for the Bard stuff, and I still hope we see something like this:
https://gswiki.play.net/User_talk:GS4ALASTIR/Between_a_rock_and_a_Bard_place
Which is THEIR PROPOSALS just combined into something better.
Naamit's TWC whip bard build is FUN. It was an expensive and difficult road to get here, but I have so many tools and my fingertips to play with right now - rarely bigshot it. I love playing a bard the way it was intended, when it comes to variety. Here's some descriptions:
Background: 1014, 1018 or 1035, adds 1025 if crowded.
in HW, 1002 is great on shield maidens. berserkers are a good source for 1013, then 1002.
In Moonsedge more recently:
grotesque I always open with swiftkick. Only hit them with 1030 for crowd control. Usually the rest is melee- pulverize to soften, pummel, attack as needed.
ghast: 1008, 1005, pulverize, pummel, attack, kick
knight: 1002, 1005, kick or dizzy if needed, pulverize, pummel, attack
banshee: 1015, 1016, kick 1008, 1030, pulverize, pummel, attack
dreadsteed: 1015, 1016, dizzy, 1005 if I am feeling lazy?, pulverize, pummel, kick
magic is boring: 1008 and 1015 to open for 1030
1030 for crowd control is also effective
👍
I was the Squares guy. (Also not dead.)
He is risen.
The dead never die...
I'm semis, he was squares
you're pretty square, bud! ❤️
Only because I heard it's hip to be square
So we blame you for the Ranger nerfs, the Bard spell disablers being 4 months late, for the Bard review to not be done and for Paladins to still be without a service !!?11/
I documented all those things
Goal #1 of disablers Improve spell disablers so that magic has options available to set up and disable creatures This should've fixed bolting... My wizard's 912 got better and his 410 got worse... his 912 now is still worse than 410 was before the changes... so I don't disable critters better or more effectively than before... It was my expectation but.. oh well.. I think it was Mesty's that said there is more coming in the form of lore benefits to help improve spell power. I'm also crossing my fingers that exp can one day provide some kind of phantom level/spell power benefit for level based systems.. It should count for something to be a 60m wizard vs a 10m wizard.. If not, then at least make harness power an important spell power skill so that 3x harness power means something... it's one of the main ways that i high exp pure stands out over fresher capped pures..
I agree that hopefully the raw power of 912/909 will have more scaling options but 3x HP having 200 mana more than another fresh cap wizard is a pretty nice advantage.
it should give someone increased spell power IMO... the name even implies it 😛 who can harness the most power?
A shifting, prismatic aura coalesces around a huge steam elemental, then vanishes in a brilliant flash!
The silvery luminescence fades from around a huge steam elemental.
A huge steam elemental appears somehow different.
A huge steam elemental glances around, looking a bit less confident.
A huge steam elemental is no longer protected by the shimmering field of energy.
The bright luminescence fades from around a huge steam elemental.
You feel the unnatural surge of necrotic power wane away.
Cast Roundtime 1 Second.```
10 mana, 1 second - pretty darn good imo
What's the huge steam elemental bolt DS before that? I don't hunt confluence but I'm not sure you even need to dispel it to hit it.. It would come in handy vs HW critters that you can't hit.. but a lot of HW critters don't carry a lot of spells so it makes it kinda worthless no? need to prone them and stance them.. and that's where my wizard's 410 and 912 are less effective than they used to be... 🤷
as with most disablers I think it is dependent on the scenario but the mana cost is very reasonable (was my point), especially for wizards who can cast it in 1 second
I think it’s always going to be 10 mana in there specifically because it’s the best case scenario of always stripping elemental spells right? I haven’t played around with 530 much since the changes
@tired scarab
thanks my friend
Any chance of 135 getting updated? Would love to use this and have it be viable. It still being CS in the minor spiritual circle makes it basically non viable
The radiant burst of light engulfs a shining winged disir!
You hear the soft tinkle of rolling dice, followed by the sound of coins dropping!
CS: +463 - TD: +463 + CvA: +25 + d100: +83 == +108
Warding failed!
The bright light sears the disir for 10 damage!
... 5 points of damage!
Light burns to the winged disir's head.
... 5 points of damage!
Flash burns to eye momentarily blind the winged disir.
The winged disir is stunned!
You blinded a shining winged disir!```
idk what you mean, totally usable 😆
How long did that blind last?
No idea, she died shortly thereafter.
I hardly ever mess with it because I have 609.
Random idea, what if 135 instead summoned an entity into the room that did periodic pulses of the effect? Maybe as an SMR.
Of embarrassment from getting hit with 135?
I think 135 still needs to be updated as it is primarily a disabler that is tough to land due to being a CS spell outside of the primary profession circles
Just gotta max Transcend Destiny and Ascension Wisdom and then it'll be usable!
you'll be ready in time for the next disabler review
Alternatively, gotta talk them into releasing this: https://gswiki.play.net/Ascension_Skill_System/saved_posts
Diverse Caster Increases Casting Strength for secondary and tertiary spell circles only.
(but what I really want from that list is Hybrid Offense, Voln Avenger, Improvisational Fighter, and Armored Caster 🥺 )
A few more elite skills released would soak up a lot more of those ATPs floating around. Transcend Destiny definitely did some major work on that front
I think 135 is fine as it is, pretty sure I can hit more things with it's warding version than I would be able to hit with 410 smr roll
if they wanna make it a bit better give it a bit of TD pushdown like old web had
What's your spell split that you think you can land it better currently?
I was playing my bard earlier and marveling at how bad 410 is now
Bands of spectral mist ripple and surge beneath a shining winged disir!
[SMR result: 113 (Open d100: 57)]
... 5 points of damage!
Chest hit causes the winged disir to spin around like a halfling after a fresh tart.
Roundtime: 5 sec.
Your spell falters, then steadies as the magic finds another path.
Cloudy wisps swirl about a shining winged disir.
[SMR result: 116 (Open d100: 61)]
The wisps solidify into thick strands of webbing that tighten about her body!
A shining winged disir becomes ensnared in thick strands of webbing!
Roundtime: 5 sec.
The radiant burst of light engulfs a shining winged disir!
CS: +490 - TD: +472 + CvA: +25 + d100: +70 == +113
Warding failed!
The bright light sears the disir for 10 damage!
... 5 points of damage!
Searing strike to back causes the winged disir to grunt in pain.
... 5 points of damage!
Flash burns to eye momentarily blind the winged disir.
The winged disir is stunned!
You blinded a shining winged disir!
Roundtime: 5 sec.```
I'm 100/100/100 so while I can land disablers with 50% success rate my profession circle suffers as a result. I've got zero transcendence. SMR would be a heck of a lot more effective with transcendance.
I thought 50% was kinda the goal though?
Yeah, I'm 50% with a 100/100/100 split as an empath which is obviously no other pures are going to do because it neuters your main combat spell circle. That's my point.
Fair, is it 1:1 would a normal spell split make it 25%? And is it a disabler issue, or a lack of empath circle disablers issue?
Man - as a primarily non-spell using disabler guy...50% chance my disables worked would make me PIIIIIIIISSSSSSSEEEED
Against something that's more than 10 levels above you?
Um. Yes? But good point. I wasn't actually speaking to that scenario ( I was just saying it generally). But I still think it should apply to even ascension hunting. Why bother with disablers if you can just attack again probably with a much higher chance than 50% of hitting them?
Well, you get better and it's not 50%
normal sorc spell split so 64 ranks of minor spirit, 77 of miner elemental, max wisdom enhancives
I agree that 135 doesn't hit well against the high-end of TD's but a bit of pushdown and it would
If 135 is primarily a disabler the logic of the whole review is that it would function better as SMR just like 110 and 118, especially once you acquire some ranks of transcend.
Making everything SMR because it's a "disabler" is a bad idea imo.
Variety is the spice of life.
no reason you can't have CS disablers
Dev can speak better on it but I highly doubt 135 is being used much by anyone. Seems like a good candidate
I like now that 212/217/413 are useable (granted maybe not so much in Ascension areas) so that I can make use of my CS disablers on my cleric/bard
I mean the damage on 135 is pretty lame as a cleric I'd always use 316 instead
135 isn't for damage, it's to make stuff unable to smr
The blind effect and spell disruption is the point of 135
Cloudy wisps swirl about a war griffin.
[SMR result: 110 (Open d100: 11)]
The wisps solidify into thick strands of webbing that tighten about its body!
A war griffin tumbles to the ground!
A war griffin becomes ensnared in thick strands of webbing!
Roundtime: 5 sec.```
I can't really miss on equal level stuff
I can't miss on equal level stuff either, also can't miss 135 on equal level stuff, I could land 118 on basically everything too before the smr conversions, just cost way too much mana for what it did, which was the biggest change it got
We kind of went down this arguement track when this stuff was first rolled out, if you're optimized and max trained already at cap the spell disabler review didnt do much to improve your success but if you weren't maxed yet and still leveling or a non standard build you saw improvement
And if you were a Ranger you got nerfed cause we're just too damn good.
I don't know how you were nerfed - but rangers are just too darn good
611 lost about 25 of the endroll it used to have, basically.
On the bright side, you can get 20 of that back via max Transcend Destiny.
On the bright side she says...I think if ya make it all the way to even unlocking Transcend Destiny you're probably doing pretty good without that extra 25.
Transcend Destiny trandest 5/10 Passive Elite Other
Halfway there rank-wise and 37.5% of the way there points-wise! One day my ranger will be legitimate again!
This came up in the gemstone / wyrm topics and figured I'd just post it here so it doesn't maybe get lost:
for auto-success spells on over-leveled (asc) things after you eventually land one of them on the target you apparently reset your stacking chance to succeed and have to start again.
I would suggest that if the target is already afflicted by the debuff, and it's in your level range you could theoretically hit, that the spell just auto succeed. That way on a boss fight like the wyrm you don't have to potentially cast a debuff 5 times to refresh it once a minute. As long as you diligently reapply within the duration it could just be one and done, and then you're punished if you get CC'ed or lose track and forget to recast and have to start over after it falls still.
Your magic strains to overcome a shining winged disir and nearly prevails before it unravels.
You gesture at a shining winged disir.
A shining winged disir blinks and appears distracted.
You gesture at a shining winged disir.
Your magic strains to overcome a shining winged disir and nearly prevails before it unravels.
You gesture at a shining winged disir.
Your magic strains to overcome a shining winged disir and nearly prevails before it unravels.
You gesture at a shining winged disir.
A shining winged disir blinks and appears distracted.```
Example here i failed to hit the disir, then hit it. Then immediately when recasting failed again twice more before landing again. This is all just spamming 412 on a disir on a level 100 character with no trascend on the test realm.
100% love this suggestion ^^ and I think it's an important mechanical change for the wyrm fight lest we spend most of the fight just trying to keep debuffs up
Sincerely curious: are there still plans to update bard spellsongs in line with the disabler review? Because this was eleven months ago
Supposedly Wyrom is going to talk about the Envoy program during the SOE. Hopefully that is when they announce my position and then I can get to the bottom of this.
Not fair to bards to completely abandon them. I mean even 706 got updated very recently and that spell is slated to be removed entirely!
Bards have a whale problem. People like their free (cost of a sub) 1s attacks, and they don't wanna lose it! Unfortunate really.
I find this comment a bit off putting. Calling it “my position” is a bit problematic.
Also, I trust if staff had changes they wanted to announce about the bard review they would.
Hmm. It was a comment made to continue a long running gag of mine. Not meant to be off putting. I've not spoken with anyone about actually becoming an Envoy. I hope you find your way back.
I honestly expect if a bard review ever actually happens it will just drop like a bomb on live with no discussion after the last debacle.
I have limited plausible deniability, but I was not trying to start any of this discourse
This is actually the opposite of a whale problem! 15$ a month! How many months would you have to play to get to what a SK 1035 item costs?
They don't sell them, so not enough?
Oh. Hmm. I thought there were a couple out there
There is at least one on Prime and one on Plat, I think. The Prime one went out at the EG Whale of Fortune thing a few years ago
It has gone out in the past in some form. It is not for sell. And I would think if it did go back on sale that would signal bard review is dead dead
Unless that SK 1035 is attuned to the character it means one is potentially for sale! My original point stands.
Oh you sweet summer child.
I thought the 706 thing was because creatures will still have it even after PCs don’t.
zissu said they probably won't keep old 706 around for creatures because it basically is a lame spell. it is kind of weapon fire-esque in that it's probably never the best thing for the player to cast but very annoying to have cast on you. basically the only time I see 706 used is for GMA to beat up people who were stealing in the east tower.
Huh. In that case I agree with Oamir that it’s a strange update to make (though I disagree with the framing of it being unfair to bards since many players are waiting for something dev-wise to some degree just given the reality of limited resources, which would make every update unfair to someone (e.g. we could claim that updating bard spellsongs would be unfair to empaths because they’re still waiting for a service, but releasing Bloodstone Jewelry would be unfair to bards because they’re still waiting for spellsong updates, having created a metric under which it’s impossible for dev to be a universal positive)).
nothing is unfair to bards
It was a super easy update, Zissu said it himself. If it was some big thing it probably won't of been done, but it was like a 5 minute fix or whatever, that's not taking away from dev work from anyhing else at all.
Ah, okay.
Then yeah, it's even sillier to describe it as unfair to other people waiting for other things.
yeah, it's just not even close to the same thing, this was like "oh hmm let me fix that real quick" even if it only affects a few people for a month or so until new 706 gets rolled out, it's just a non-issue with the low amount of work
Not that it wouldn't be nice to see the bard spell updates for disablers, but they had a ton of issues that resolved around the spellsong system.
Everything is unfair to bards!
the truth may lie somewhere between these two extremes
How do you have so many characters with so many ASC points while also taking the time to think so deeply about a comment I made in jest?!
Bandits are OP.
I don't even think they are OP, you could probably do just as well in OTF or nelemar it would just be more annoying!
Also, I was in two merchant lines when I said that, so downtime.