Eldurian

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Everything posted by Eldurian

  1. Personal thoughts: Knowledge Clearly a PVE focused tree. Best path for crafters hands down. Change nothing. Power Final ability probably tied with hate for the worst. It's cool but SoTG and even the love one have it way beat. The rest of this path is... ok. May possibly need a buff but not sure. BUFF: Path of power final ability reduces armor penalty/increases buff by X% as well as reducing the speed penalty of the armor you are wearing by X%. Armor buff cannot be increased over the unarmored amount. This is in addition to it's current effect. LOGIC: Path of power is clearly the path associated with Magranon, the god of war who's statuette features him wearing heavy armor. Love Already the 2nd best path. No changes are really needed for this path. Hate Perhaps the worst final ability, but really great lead up to that ability. No buffs needed to lower level abilities. BUFF: Attacks ignore X% of target's damage reduction. Not only does this pair very well with hate's damage buff it it also is kind of a nerf to SoTG, and a pretty significant buff to hate. LOGIC: Hate is all about destruction and currently underpowered once you get the 70 mediation ability. It only makes sense to give them the counter to SOTG. Insanity Absolutely useless until the level 70 mediation ability for the most part. Then it's just godlike. Clearly the best path for any PvPer if you intend to get med to 70. BUFF: Fill is now an AoE with a 4 tile radius. It increases the food and water level of all allied players and decreases the food and water level of enemy players by about 5-20% randomly. Clean Wound no longer has a cooldown but cannot be used on other players. Teleport. If not on cooldown this ability has a small chance of activating if you would die, bringing you back somewhere at full health with your skills and items intact. The location remains random so you still may be deposited on a cliff, an enemy kingdom, the middle of the ocean, etc. and of course you would have no idea where you are. NERF: Slight reduction to SOTG to bring it in line with the buffed finals of other paths. Probably only down to 40% or so considering the buffs the other paths get.
  2. 1. Wine 2. Sandwiches 3. Goatshape 4. Mass Stamina Don't cancel your tour to the top of dragon fang. Just bring a Mag priest with gems and back some snacks.
  3. I'm hoping to see people tests things like this on WU servers. I feel like religion is going to be one of the most highly tweaked features on WU servers and eventually we may see a really good system that changes everything for WO. It's hard to say I support this system without seeing it in action but it reeks of potential.
  4. To put things in perspective when I was grinding channeling w/ dirt I would set my sacs to allow me to cast dirt twice (40 favor) figuring in the favor gained while doing the sac itself. I sorted my squares into bins of 90s, 80s, 70s, 60s and less than 60. I had 90+ effective CT, 50 QL spindle, 60-70 loom and was working with 91.07 QL cotton. Pieces came out: 90.80ish 85 ish 75 ish 65 ish 45 ish My sac patterns that got me to 40ish: 2 90s. 2 85s + 45 3 75s 4 65s Can't say for sure on 45s. I think it was 6. Personally I was very satisfied with the favor produced vs. effort put into making squares.
  5. Bearing in mind ropes are the universal sac item and have super high QL loss. Not a specific sac item which are generally better. I noticed you left out cloth squares which is interesting because I am fairly sure we get more favor per piece of cotton w/ good CT + spindle/loom even if it take more effort to get it there.
  6. I'd support this if it also came with a viable/non-game breaking solution for bank alts.
  7. Initially a bit skeptical because it would make those situations where you are digging 1 dirt from one corner an dropping it on another corner of the same tile more of a pain but I think the situations where it's more convenient come up with far greater frequency. So +0.5
  8. I was thinking that you might want a deed anyway so you could have a village chat and join an alliance. Just plop down the smallest possible deed somewhere and buy extra villager capacity if needed. I'd probably put it near a major trade hub and stick some merchants on it to provide you with at least a little value. Now if there was a way to turn one of your carts into a mobile token that would allow you to temporarily deed your campsites to protect your stuff as long as you are in a deed able area that would be HELLA cool.
  9. I've actually been considered raising my toy making because I already have great cloth tailoring and farming for making squares and I need to do WC for the stam gains if nothing else. I end up requesting Vynoran enchants so often it would be nice to just hand them a stack of yo-yos. But yeah the number of different skills and tools involved in making yo-yos is pretty insane. If nothing else they could make it so the QL loss when adding the strings to the shafts was ridiculously low, kind of making CT and farming less nessecary to yo-yo making and making them an overall better sac item.
  10. I've always thought the priest system was kind of dumb in that it seriously punishes the holy hell out of you for going priest if it's your only character but the restrictions are mostly a joke if you have an alt. Now my fiancé and I just share accounts so she has a priest, I have a non-priest, and the charactertics built on either account are improving someone's main they use in PvP. So, what do I care about priest penalties? But personally I still agree with lessening restrictions. I would do the following: Vyn has full access to carpentry skills (with the exception of bowyery, fletching, and buildings) Mag has full access to smithing skills (with the exception of black smithing and jewelry smithing) Fo has full access to tailoring skills. Lib has full access to bowyery, fletching, and weaponsmithing. Player gods get one of these randomly. I think that's a reasonable lessening of restrictions that make playing a main priest with no alt a bit more fun. But whatever. Most people will just tell you to get an alt and live with it, or don't go priest. Or now go make a WU server where you can do that. Probably good advice unfortunately. Not so sure about the rests of your suggestions.
  11. I've always just avoided No Gumps when I see them but I'm thinking a decent tactic sounds like spreading out as a group and taking it down with ranged spells and arrows. That way there isn't a cluster of players for it to AoE stun. Or would that be too slow / take too many arrows and favor to be viable?
  12. The one thing I do envy Mag on is since there are no impable locks you don't have any need to grind locksmithing before you priest / locksmithing is a 100% relevant skill as a priest where tailoring I can't imp rugs etc. But yeah depleting your highest QL iron veins on sac items seems like a raw deal when farmers can put out and endless supply of high QL cotton/veggies. I wouldn't mind seeing mag given arrowheads Or lockpicks as a sac item at 1 favor per 10 QL.
  13. Feel free to call a mod but what I am talking about is directly relevant to the topic you brought up. Each individual aspect of a priest doesn't need to be balanced. It's about balancing the priests as a whole, and you can't remove the pet subject you've chosen to whine about from the whole and still have a discussion of any value whatsoever.
  14. No it's not. Any intelligent discussion on the balance of priests has to weigh in every factor that makes that priest. Sac items are a unique aspect of a priest as are spells, passives, and limitations. It all has to be considered or you might as well not have the discussion because if I was to say, isolate passives, Mag priest would clearly look OP when I'd say overall they are probably easily the worst priest atm . And seriously if I could sac veggies for half gains I would never use my cloth tailoring. If I was Vyn I would never use toy making. If I was mag I would never use locksmithing. Etc. slap in the face given all the time and SB I spent getting CT over 90 effective. Yes it's a freaking great sac item but sac items don't make a priest. If you think they are so great then play a Nacho or Lib priest. I still see good reasons why every other priest is still relevant even if Fo/Mag are starting to look a bit UP these days.
  15. My concerns exactly. Nerfs don't bring perfect balance, they only bring another round of debates on what needs to be nerfed. Right now I'm arguing that Nathan priests are just as good as Nacho priests but the moment they get nerfed I'll be arguing why they shouldn't take my passives away. Veggies are absolutely the most OP sac item but I disagree that the priests with them are OP / need to be nerfed. I'm all in favor of revisiting the original priests though. There is a reason I dropped my Fo priesthood and I wouldn't mind seeing the old priests brought up to par with the new ones.
  16. I see your AoSP, WoA, Courier, and FB and raise you Web, AoSP, CoC, FB, RT And Courier. LT is nice but my 25% damage bonus doesn't need a battery. Dirt is nice but can you ride a hellhorse untamed? I'm glad you are happy with your priest. I'm happy with mine too.
  17. Over a 25% damage bonus or chance to keep skills and items on death? No thanks. I'll sac a rare dirt or cloth square.
  18. Magranon clearly has the best passives of any priest. Plz nerf. Vynoran spell list OP. Plz nerf. See my point? Nahjo has a great sac item but it's the main thing he's got. Lib has a great sac item and spell list but her passives suck and she can't use the best method for generating her own sac item. Plus she's BL exclusive and WL get three exclusive priests. The packages a pretty balanced IMO.
  19. As a former Fo priest currently switching to a priest of Nathan I'm going to go ahead and -1 this. I understand the frustration and see your point of view but there are a two things I think you should bear in mind. First, veggies are undoubtedly the easiest to produce large quantities of, but there is no sac item that is very difficult to generate if you train up your skills properly before preisting. Yes I envy Nacho priests only needing to train a single skill and use a single tool to generate their sac items but it doesn't take me long to generate enough squares to keep me saccing all day. Second, every priest has it's advantages and disadvantages. Lib can't farm. Nacho spell list.... it would be pretty crappy if not for the sac item IMO. I'm happy to have to use cloth for my priest with web armor, circle of cunning, rotting touch, frostbrand, 25% damage bonus etc.
  20. That's an interesting thought. You do already have involuntary tracking through the form of locate spells but a specific carried device that you can voluntarily use to allow non-priests to track you would be kind of cool. That's not the only way to move around as a large group though. Say you have a village of 15 people. A large cart can carry 1 driver and 3 passengers. So you could assign each villager a cart to log off in as a passenger any time you are getting ready for a move. That would require 5 carts. Then you have an additional wagon you guys move big stuff in. So to move the whole village 6 people would need to be online. You could get by with just 4 carts and the wagon too if you knew who at least 3 of the drivers would be before the move. A group of seafaring travelers would have it even easier. You only need one caravel for every 13 passengers 12 for a knarr and even sailboats can do 4 passengers.
  21. My current thoughts on the portable altar: Name: Ark (Based off of https://en.m.wikipedia.org/wiki/Ark_of_the_Covenant) Creation: 60 fine carpentry or maybe jewelry smithing 5 diamonds 3 rubies 3 sapphires 3 emeralds 5kg gold 10 planks 2 shafts 2kg sq cloth Must be blessed by a priest to become aligned. Can be used for prayer / faith gains at any time. Even from inside a moving wagon/boat. Must be planted 10 minutes to be used for sacrificing at QL 1 or 5 minutes at QL 99.99 Must be planted 1hr for influence at QL1 or 30 minutes at QL 99. Cannot be planted within the influence of another deity.
  22. I'm kind of in favor of an all of the above approach. Issue 1: SOTG makes DR too high. Solution: Scale it back a small amount and reduce number of people with SOTG by dealing with issue 2. Issue 2: SOTG is so good that other paths are less relevant if you are shooting for mediation 70. Solution: Scale those abilities up or add additional effects that bring them more on par with a slightly scaled back SOTG. Issue 3: If SOTG is balanced insanity path sucks. Solution: Buff or replace low level insanity path abilities so they are more on par with low level abilities from other paths. Additional Concern: Currently Hate and Insanity are the only two purely combat focused paths. Power and Love are kind of mixed while knowledge is pretty clearly a crafter path. I hope this whole initiative isn't a subtle push by supporters of hate to turn it into the only PvP relevant path by followers of hate.
  23. Currently the path of insanity is the absolutely most useless path if you set aside SOTG. The fact that SOTG is so damn useful helps balance that out. If SOTG were to be nerfed, fill, clean wound and teleport would have to be replaced with something actually worth a damn. Anything less would be a monumental slap in the face to people who have trained SOTG.