Posted January 9, 2016 (edited) This is a idea to rework the entire meditation system, not just nurf or buff some paths. Let me know what you think or what things that should be changed. The paths bonuses (descriptions below) Level Path of Knowledge Path of Insanity Path of Power Path of Love Path of Hate 4 Get info (Level 1+2+3) Increase Skill gain (7%) Clean Wound Reduce damage taken (5%) Trap Immunity Increase stamina (7%) Refresh Increase Healing (5%) Increased Structure Damage Increase damage done(5%) 6 Connect Fill Erupt and Freeze Enchant Fear (active) 7 Increase Skill gain (15%) Reduce damage taken (10%) Increase stamina (15%) Increase Healing (10%) Increase Damage done(10%) 8 Sprint (active) Random Teleport Spell Immunity (active) Love Effect (active) Berzerker (active) 10 Enlighten level 1 (Sprint + Favor Regeneration) Enlighten level 1 (Reduce Damage Taken) Enlighten level 1 (Increase stamina + Refresh) Enlighten level 1 (Increase Healing) Enlighten level 1 (Increase Damage) 11 Recall Home Increase Skill gain (25%) Recall Home Reduce damage taken (15%) Recall Home Increase stamina (25%) Recall Home Increase Healing (15%) Recall Home Increase Damage done(15%) 12 Enlighten level 2 (Sprint + Favor Regeneration) Enlighten level 2 (Reduce Damage Taken) Enlighten level 2 (Increase stamina + Refresh) Enlighten level 2 (Increase Healing) Enlighten level 2 (Increase Damage) 13 Final Breath Final Breath Final Breath Final Breath Final Breath Path of Insanity: Max damage reduction (level 11 with enlighten level 2) is 22% Path of Power: Max increased stamina (level 11 with enlighten level 2) 35% Path of Love: Max increased healing (level 11 with enlighten level 2) 22% Path of Hate: Max increased damage (level 11 with enlighten level 2) 22% Increased healing would also need to work for life steal weapons or just give life steal regardless of what enchant the weapon has. Love Effect: Same thing as the old Love Effect but lasts for 10 minutes Spell Immunity (active): Give the player spell immunity for 5 minutes Connect: Allows a player to connect with a animal. This will tame it with loyal status. Cooldown: 12 hours Berzerker: Gives a player player far walker effect for 60 seconds. Cooldown: 12 hours Sprint: Gives the target frantic charge effect for 10 minutes. This can be used on animals, other players and the caster. Cool down: 12 hours Enlighten: This will give given allied players in the area a temporary buff according to their path. This stacks with the a permeate buffs however the level 1 and 2 spells do not stack, the newer buff will replace the older one. Enlighten from different paths will stack. Once a player reaches level 2 they will not be able to case the level 1 spell. Level 1: Range: 3 Tiles Buff timer: 5 minutes (Path of knowledge sprint is only 15 seconds) Cool down: 24 hours Path of Knowledge: Favor Regeneration: Increase passive favor regeneration to 150 per 60 seconds (lasts 5 minutes for a total of 750 favor). Sprint: Far walker effect for 15 seconds (similar to shrine of the rush) Path of Insanity: Reduced Damage: Reduces damage taken by 5% Path of Power: Increased Stamina: Increases stamina by 10% Refresh: Restores stamina Path of Love: Increased Healing: Increases healing by 5% Path of Hate: Increased Damage: Increases damage done by 5% Level 2: Range: 5 Tiles Buff timer: 10 minutes (Path of knowledge sprint is only 30 seconds) Cool down: 24 hours Path of Knowledge: Favor Regeneration: Increase passive favor regeneration to 300 per 60 seconds (lasts 5 minutes for a total of 1500 favor). Sprint: Far walker effect for 25 seconds (similar to shrine of the rush) Path of Insanity: Reduced Damage: Reduces damage taken by 7% Path of Power: Increased Stamina: Increases stamina by 15% Refresh: Restores stamina Path of Love: Increased Healing: Increases healing by 7% Path of Hate: Increased Damage: Increases damage done by 7% Reasons for the changes: All of nothing bonuses The current is set up in a way that makes the high level spells ridiculously strong with no in between. What this system tries to do is to make it so the bonuses are spread out more. So in the beginning you have a small bonus that increases as you increase in level Single player bonuses are too strong The bonuses are all based around one play getting a really strong buff What this tries to do is reduce the single player buff but provide a temporary buff for you and your team. There is no other choice but SOTG The most useful effect in the current game is SOTG. Frankly, its game breaking in comparison to other effects The idea is to encourage other paths by make them more useful in pvp and provide benefits for a group of players with multiple paths. With enlighten, the more people on different paths the more buffs a group will have. More useful spells were added to path of knowledge because get info is useless. A vyn priest can cast reveal creature for 30 favor and you can ask just ask people what affinities they have or what their food level is at. Let me know what you think Edited January 9, 2016 by blayze 1 Share this post Link to post Share on other sites
Posted January 9, 2016 I like the idea of giving a in-between for going a path and not being useless till your 70 which takes time as is. Share this post Link to post Share on other sites
Posted January 9, 2016 I don't really like most of these things especially the running stuff and the rest is just overly complicated, there's ways of balancing most of meditation but this isn't it 3 Share this post Link to post Share on other sites
Posted January 9, 2016 no, just no no, 90% because you remove the PoK skill lock, the rest because it is all PvP oriented and, just no. why ruin something that works fine, sure hurry up and removed the sotg (only because i am personally tired of hearing all the QQ about it), but there is nothing wrong with the rest of the paths. I would be absolutely pissed if i found out i wasted all my time for that stuff and lost everything useful. that looks like balancing nightmare and can see dozens of ways most that could be exploited so badly that even the QQers would ask for sotg back. Seriously, you how long it takes to get to those levels even grinding, then someone come along and just dry ###### the whole skill line... 1 Share this post Link to post Share on other sites
Posted January 9, 2016 (edited) 1 hour ago, ClericGunem said: no, just no no, 90% because you remove the PoK skill lock, the rest because it is all PvP oriented and, just no. why ruin something that works fine, sure hurry up and removed the sotg (only because i am personally tired of hearing all the QQ about it), but there is nothing wrong with the rest of the paths. I would be absolutely pissed if i found out i wasted all my time for that stuff and lost everything useful. that looks like balancing nightmare and can see dozens of ways most that could be exploited so badly that even the QQers would ask for sotg back. Seriously, you how long it takes to get to those levels even grinding, then someone come along and just dry ###### the whole skill line... I meant for the get info to be all of get info spells, my bad. That path is the least useful as it is so it needs something more. Also its not about nurfing SOTG, its about making all of the paths useful. I would expect rolf to give a free path switch if he did change it a lot. Edited January 9, 2016 by blayze Share this post Link to post Share on other sites
Posted January 9, 2016 2 hours ago, MrGARY said: I don't really like most of these things especially the running stuff and the rest is just overly complicated, there's ways of balancing most of meditation but this isn't it What part is complicated? Share this post Link to post Share on other sites
Posted January 9, 2016 No. Meditation shouldn't have anything to do with religion. Plus I love having the no skill loss. Just no. 2 Share this post Link to post Share on other sites
Posted January 9, 2016 -1 Love is a fairly weak path already and you want to nerf it? 15% if Far less then 50% SotG is powerful, but guess what if you change it all around you will eventually find a new must have path for the PvP inclined playerbase! And everyone will just switch to that path.... The only thing I would like to see done to Meditation is have a few more abilities added to each path.... other then that they are just fine as is... Share this post Link to post Share on other sites
Posted January 9, 2016 I don't like proposed system, but +1 to new perks on levels that now give nothing but a title. Share this post Link to post Share on other sites
Posted January 10, 2016 +1 to a system that gives a gradual increase rather than having empty skill levels (literally levels 5,6 8 and 10 give NOTHING). I'm all in favor of swapping the 11 and 12 around as teleportation would be a much more reachable thing for people. -0.9 to this particular implementation as it is geared a bit too much to PvP and still has blank levels. These changes would devalue higher level meditation a bit too much while not really adding much to lower level meditation for PvE players. However if some extra active/passives were added geared towards PvE then this might work out (a good way to fill out the blank levels). Overall +0.1 Share this post Link to post Share on other sites
Posted January 10, 2016 Just make insanity path buff need to be activated like the hate path buff. Problems solved. Meta changed. Share this post Link to post Share on other sites
Posted January 10, 2016 Hrm increased speed has been an issue in the past already: old farwalker amulets and Farwalker effect in general. Which is why anymore the effect has such a short time span. Share this post Link to post Share on other sites
Posted January 11, 2016 Reduce the current numerical boni by 90%, and most of the issues will go away. 5% damage reduction, or 5% more damage dealt, or 2.5% skill gain increase, etc. Still worth having, but not game-breaking. I am not opposed to the idea that the path bonus should be phased in until it reaches max, it could be a decent change. Love's power probably should not be increased relative to the others. I have played a whole slew of games where healing is more powerful/mana/time efficient than doing damage and it breaks the combat system. All the way since Everquest. Instead they should admit as Knowledge does that they chose a different path and the benefits are mostly outside combat. However, with the other boni reduced to 5%, Love shouldn't feel poorly in a fight. Share this post Link to post Share on other sites
Posted January 11, 2016 1 hour ago, Teggs said: Reduce the current numerical boni by 90%, and most of the issues will go away. Right, because when nobody does meditation, nobody's having issues with it! Spoiler The plural form of 'bonus' is 'bonuses'. I'm not sure why, but it's probably because 'bonus' is latin unlike greek 'Colossus' which indeed has the plural form ending with '-i'. Share this post Link to post Share on other sites