Dranana1

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Everything posted by Dranana1

  1. I was thinking it would just work on the tile and the ones under it so it could be usable
  2. I don't know if this is something that was already thought of but discarded so here goes. I want a wand or orb or something that can turn dirt to stone. It can be sold by the traders and go for between 5-50 silver per tile if anything, then maybe we can have places that are not shear cliffs on the PvE server because people dug out looking for stone. I think this would help the game a lot after all I know I cant be the only one that has fallen in to random pits because people dug for stone and never put the dirt back, this could help with some server problems (I think at least).
  3. So can Fo please get the WoA spell at least as an enchant since it can be used on saddles and horse shoes so it would make sense for him.
  4. I know there is a rod of transmutation that is for miners since it changes metal types in mines and such but could we get something that is the same price but changes ground types like dirt to clay or clay to something. I know there is the fluid but most don't need a lot of things changed and so can't see trying to get the skill up to make it and there are also other special things with it that make it hard to sell. The traders could sell them for 50 silver just like the other ones are being sold for.
  5. I am sorry but the last couple of pages seems to have turned into an LT debate instead of constructive feedback about the overall priest overhaul. What doe people think would make the priests better without talk of LT for a while. Some people have come up with good suggestions. I thought that it may be a good time to go through the thread and see who came up with some good stuff and maybe give it a thumbs up so people could compare and maybe get more ideas that may help the Devs. ALSO I THINK THE LT HORSE IS DEAD PLEASE LET IT REST IN PEACE.
  6. having one class that can craft everything and enchant everything doesn't make sense. if you failed to read my post before priests would be the best in every aspect of the game if they were able to imp. you haven't fixed the problem with that you've just shifted it around slightly. Then look at the post by Roccandil and my reply and see if that would make priests more open to different play styles while making sure they were not Op because they would work like the rest of Wurm does.
  7. That would be a great suggestion, because then priests would be a more playable character because the "skillgrind" of the mechanics would help to level out some of the priest aspects and even with the changes I don't think everyone will want to be priests because you still have to grind certain things and there are still some restrictions. Not everyone likes to play with restrictions unless it can fit their play style. Heck take it one step further and split the spells into different schools as well and link them only to certain things for priests, this way a crafter type person who only want to craft can get enchants and those who want to fight can get a larger selection of battle spells, but if you want to do both then you have to grind for both types and this will make priests less OP'd if the imp restriction was taken away.
  8. Again what would you consider good restrictions since some peoples play styles who do want to play priests are people who predominantly play crafters. PvE: I could care less what spells they can cast at combat since most of the stuff people have are enchanted anyways. Not only that but I spend more time as a player crafting than I do fighting anything. Casting: There are other types of spells for Karma and Sorcery, they just may be harder to get. So should we rework the Karma and Sorcery as well to make it fare for all caster types. PvP: I'm not a PvP player since I honestly don't like PvP and I am sure I am not the only one. Crafting: So who cares about those who have more or less a crafter play style as opposed to other styles, we don't want priests here. This does not make sense because priests have very good enchant spells that make most crafting as a priest worth it. Maybe I am not understanding what you are trying for but that pretty much is what I am getting from the post. If you don't want priests part of crafting take the enchants away and give them to another caster class instead.
  9. I can see where you are coming from but what other restrictions would you think would help with balancing out the priests if the imping restriction was lifted? Like I said the mining restrictions and such made sense for Fo. Right now the priest player base I dont think is even 10% and most of those are because the priest is played as an alt, so should we just keep priests as something for people whose play style is multi characters and for get about the other play styles (solo or one main players). Lets face it there isn't much of an economy because people just make alts to level and do things while the main is doing other things. How about if you had to have a separate account for the priest away from other characters, although I don't see how this would actually help much honestly since people dont prim preists unless they need to do enchants, so again as a main character (unless you want to pay silver at markets to get anything done) priests are not very player friendly.
  10. Cool but what priest do you play? is it Fo? The changes could work for other priests but would probably make Fo a playable priest if imping along with the others were allowed. Again otherwise Fo isn't really worth playing even with the heals. Again I was asked what I thought could help Fo and those were my observations. Heck if Fo was the only one with imp ability he would be playable even with how badly he has been made in the overhaul and people would play him to skill and then change over to someone they really want; just like some do with Najho since he is easiest to get channeling skilled up right now and then they change to the priest they really want once their channeling is up. Honestly not sure how you would make Fo a long term priest that many would want to play unless you made it to were creatures died regardless of being cared for once they hit a certain age or so many months after hitting that age since cared for animals are basically immortal, but if you did that you would have a lot of player quiting because they now have to buy animals or breed them all over again. I guess it could help the economy but since you have animal transport you can get animals from all over instead of exclusively on a server, although this might help as well so prices don't get inflated. Again it comes down to play-ability versus longevity of the game, do you want alot of new players while sacrificing the old player base or do you want to keep the old player base but still change enough that new players may be interested in the game. For a game as old as Wurm is you have to figure out where in the market you need to be and who/what you are willing to sacrifice to get there. Will these overhauls be more pleasing to new players than old player or can you find that balance that both factions may not be getting everything they want but at least they are getting some things they wanted while also making sure the changes make sense for the longevity of the game itself. Also since there are PvP and PvE servers, this becomes even more difficult because some things only make sense if on a PvP server while other are great for PvE servers but not PvP servers. At the end of the day we can give all the imput we want but this is a game that does need to make money in order to stay alive in an industry that has a lot of pay-to-win aspects and fly-by-day developers trying to compete with it.
  11. I guess I can understand on a PvP server about the hyenas, but if that is the case then make it so scorpions will ignored the priest and pet on a PvE server and things like dragons, trolls, lava fiends, and goblins are not included. This way the spiders won't have to be changed either.
  12. Ouch, that's a pretty scathing review of Fo. Let me try and defend our nature-loving overlord. Fo has Cure Light, Cure Medium, and Cure Serious. The new spell rolling has guaranteed that Fo will be the only deity among all of them to obtain all three of these healing spells. This makes him uniquely attuned to be the most favor-efficient healer. Due to the QoL changes, you can now cast Cure spells directly on a target and it will auto-target the highest valid wound and heal it. No more opening someone's equipment, finding the wound, and casting the proper heal. Just point-click now. Cleanse was a requested spell due that has uses for changing dirt to grass. You can now force grass to grow after completing a construction project and wanting your lawn back on PvE. There was also no easy way to remove Mycelium from PvP servers, which this spell now does. With those points out of the way, I'm actually struggling to find other ways to defend Fo. So in essence, aside from the above, you're basically right. I will, however, mention that a spell or two is pending a rework that Fo has access to. Hopefully those reworks will make him more appealing. That said, what changes would you like to see that would bring Fo to the forefront? Okay so here are my suggestions for Fo. I looked at what he got originally on the Wiki and what you have planned for him, I didn't really include the spells except for what you where going to give him with cleanse and what other spells I thought might work with him in the context that you were trying for I guess. My comments are in red Below lists only the abilities and penalties of Fo. Fo follower abilities and penalties Follower abilities Followers receive Fo domain bonuses while in Fo's domain. See domain of the gods for more details about this. Followers with 20 faith and 10 favor receive a passive healing bonus (I think this should be changed to receives a 10% skill gain bonus to all skills or all nature based skills to include anything under the Nature, Alchemy, Healing, and maybe Tailoring and Carpentry. This may make Fo a more desirable god for priest to play without making him OP I guess. If anyone has a suggestion for this that would help as well since the healing bonus plays more of a factor in the PvP server than the PvE server unless one is an avid hunter) Followers with 20 faith and 20 favor receive a 25% bonus to passive stamina regeneration. Followers with 20 faith and 20 favor receive 25% more sustenance from food. This does not affect nutrition. (I think this should be changed to a passive healing bonus unless the 25% can also be applied to nutrition) Fo priest abilities and penalties Priest abilities Priests of Fo with 35 faith may pass through thorns unhindered. (this makes no sense on a PvE server, keep for PvP but get rid of for PvE. Haven't came up with an alternative for the PvE server so if anyone else has a suggestion that would be great other wise just get rid of it for PvE servers) Priests of Fo with 60 faith and 30 favor are ignored by normal animals. They will also ignore your pet if you have one. This does not include hyenas or 'monsters' like dragons, trolls, lava fiends, goblins or scorpions. (Why can’t this include Hyenas since they are animals, the others make sense. Instead why not make it spiders since they like scorpions are bugs and not animals) Priests of Fo with 70 faith are inspired in their deity's favored terrain and have less stamina drain there. Fo gets the bonus on grass, dirt, trees, and fields. (tundra since it is naturally occurring and things can grow on it) Priests of Fo receive double favor gains from sacrificing pottery, cloth, and food items. (the pottery one is gone so add alchemy stuff like healing covers and such, this will let people work on alchemy as a priest I guess) Dig (Vynora, Libila, and Magranon priests cannot do this). (now Vyn can, again taking away something only Fo could do. If that is the case then keep the mining restriction but give him woodcutting. But yes since digging is a big part of the game, I guess it makes sense to lift this restriction) Alchemy, including the creation and use of healing covers. (I am sorry I think this should still be a Fo only thing since he is considered the healing god) Can use bows. (yeah he gets a useless weapon or at least it is on a PvE server. Instead why not give him bonuses or something like that for using leather armor and a staff. Yes leather armor since cloth armor doesn’t do anything for protection honestly, this will at least make it to where people can go hunting with him and still survive) Generic Priest penalties Cannot cut wood. (I can understand this but why not just make it anything under overaged that can’t be cut instead or look at the comments attached above to Dig and below at the end) Cannot mine. (this got lifted but honestly some priest restrictions did make sense and for Fo this was one of them) Cannot pave. (is this one still in effect, I didn’t find anything about it, but I may have over looked it) Cannot steal (still good but not sure is really relevant on a PvE server) · Improve, continue or destroy/bash items, walls or structures, or repair structures. However they are permitted to create and plan items and structures. (the only one still in effect here is the Improve which honestly doesn’t make sense. If you removed this restriction along with the Continue and Bash/Repair it would make the priest more playable even with the other original priest restrictions, including the individual priest restrictions) These are the old Fo abilities and restrictions from the Wiki, now on to the new stuff from the Priest overhaul that pertain to Fo. New Spells Cleanse [33 faith, 26 favor] (Fo) - Targets tiles. Converts a 3x3 area of Mycelium or Mycelium trees back to normal grass or normal tree. Also works on dirt, converting dirt tiles to grass. (okay on the PvP server this makes sense for the Mycelium back to normal items, but on a PvE server this sucks. How about it does the Mycelium stuff and if there is no Mycelium maybe change something to tundra instead of grass or something else. If anyone has a suggestion, please give one for this alternative) Deity Passives · Base gods now have extra combat passives at 70 faith. These do not apply to demigods, even if the demigod shares a template. o Fo: +1 offensive and defensive CR while fighting on grass, dirt, fields, or trees. (tundra should be added to I think since it is naturally occurring and things do grow on it) · Base deities have had passives adjusted: o Fo: No longer has the passive granting double favor for sacrificing pottery items. (he should get it from alchemy stuff instead then) Priest Restrictions The following restrictions have been lifted from priests: · Continuing structures, fences, and items (happy to see since it is a heavy aspect to the game) · Repairing structures (is not used much on PvE servers except by those who are building off deed but very important on a PvP server) · Alchemy (including healing covers) (still think it should be a Fo only thing or maybe just the Healing Cover aspect of it should be his) · Bashing structures and fences (includes structure roof & floors) (again another heavy aspect to the game so happy with it as well) · Fo and his template demigods have had the following priest restrictions lifted: o Mining o Prospecting o Tunneling o Analyse (this mining restriction still makes sense for him honestly, instead of giving this one up make it to where he still has it, but he can do woodcutting to include cutting trees that are at least over-aged and up with no penalties so he can be a true forester and help the forests grow in a healthy way by getting rid of the “dead or dying” trees. You could also make him more of a carpenter god with bonuses to carpentry as well since the animal industry is pretty much dead, but I would probably keep him for farming since the cooking system did get an overhaul. Also, I think a WoA spell for Fo would help since it is one of the few that can be cast on horse shoes to help horse movement speeds and as everyone keeps saying he is a “rancher” god so this would make sense for him.) Well hope you liked my suggestions and yes I don't care if people think lifting the imping restriction would be too much. If the other restrictions where still in place then I don't think lifting the continue, repair, and imping restrictions would have been to much since all of those have so much of an impact on game play especially for those that don't have 101 alts or have more of a solo play style overall but likes people around. I think if the game said you could only have 1 account and no alts unless you got another account per alt then people wouldn't have so much of a problem, but since this would get people harping even worse if implemented; then the imping isn't so bad especially if you want to make priest more of a desirable class for new people to play. As I said the only thing really that kept me from playing Fo as a main character even with all the negative that came with him (being the nonexistent enchant spells, dead animal industry, and shackled to an alter for rifts) was the imping and continue restrictions otherwise I would have been a Fo priest and damn all the other things that made him a sucky god for priests.
  13. Hey I will be holding a funeral service for Fo when the new priest "improvements" come out if they are not changed, if anyone wants to come and say good bye to him since the Devs seem to have given up on him and written him off. I wonder if they will just end up getting rid of Fo now since there isn't really anything anyone will be able to do with him if these "improvements" are implemented. Maybe we should all just be Vyn, Libia, and Nathan priests now since they seem to have gotten the best reworks so far even though they were kind of powerhouses to begin with. Maybe its just me but they seem to be the ones the Devs really want everyone to play since they keep making them better and better while they nerf the others gods (and some like Fo to being unplayable).
  14. I'm sorry but it seems like the Devs hate Fo since he is still pretty much useless, they took his alchemy and gave it to everyone instead of just him, took his double bonus from pottery and gave that away to Vaynor, and he still doesn’t have much but healing so limited in use except for healing at rifts (which I have yet to see a Fo priest at one) and yes he is good for ranching but now since animal transports are here that becomes useless since animals that are cared for are pretty much immortal and the horse industry is pretty much dead since the hell horse and unicorn glitches have been “fixed”. He is one of the only two priests (I think it was just two) that does not even have the mend spell, nor does he have a CoC, WoA, or BoTA but yes, he is good (?) for LT if that is all you want. If you are a Fo priest I am sorry if you don't agree and I hope you still have fun playing a Fo priest after this so called "improvement". I actually wanted to play a Fo priest as a main at one time but with all the "improvements" that he is going to get and the non-imping limit still in effect he just isn't worth playing a priest for.
  15. yep thats what is happening to me on Exo, is it just Exo or is it happening on all servers?
  16. "Instead of letting priests do everything why not limit them to their specialty, Mag is the mining God so let his priests be able to do masonry work Build, imp, etc. Another wood, another metal or cloth whatever. but that way you can solo play a priest but your limited to that God's specialty. If you want to do everything then you need several priests or a Non priest." This makes sense, I only play one character in Wurm because I always though having an alt just wasn't my cup of tea and I would love to play a Fo priest but the fact I cant imp or continue was not making that possible since I do a lot of solo play. I thought some of the restrictions for the gods made sense except the fact you couldn't imp or continue. I think if they did a slight rework of the restrictions to be specific to the god and took away the imp and continue restrictions then that would make a priest as a main character more viable. What they plan to do from these notes makes a little sense with the spells and the lifting the continue restriction but getting rid of the other restrictions while still having the imping restriction makes no sense at all. If I need to do something that is against my god I will just click the faithful button do what I need, pray and continue on since most times what I need to do doesn't take that long except imping. I stopped being a Fo priest because I couldn't do anything like build or imp things to get better equipment, it made a priest as a main impossible to play.
  17. Why can't we have imping as well, honestly I thought some of the restrictions for certain gods made sense, but not being able to continue or imp never really made any sense to me since both are very big parts of the game as a whole.
  18. +1 I think this is a great idea, it would make putting a new mine in a lot easier.
  19. yeah something like this pictures with an opening where the two fsb's meet in the middle