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Posted (edited)

Has there ever been talk about new factions? I have one idea that I would love to incorporate in a quest that I will propose shortly.

Like new houses in power? Not that I'm aware of. I think we're fine where we are with them. As for introducing a new faction akin to the Order Imperial or Wren Hunters, there's nothing stopping you. :thumbup:

Edited by K-Nut
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Posted

Yeah, I'd be totally fine with a new smaller faction so to speak, but not a new one to add to the Big Seven. They don't need to be big groups, neither. A Hunting Lodge could be considered a faction, and so could a Mage's Circle. :wink:

Posted

Well I mean like a mercenary group or some sort of Legion that is comprised of only Dwarves because they are in a Dwarf-only area, if that makes sense. :wink:

Posted

Well I mean like a mercenary group or some sort of Legion that is comprised of only Dwarves because they are in a Dwarf-only area, if that makes sense. :wink:

That would work. :thumbup:

Posted

Well I mean like a mercenary group or some sort of Legion that is comprised of only Dwarves because they are in a Dwarf-only area, if that makes sense. :wink:

Sounds cool, just be careful where you make your dwarf-only area. I was just contemplating with over 120 quests previous quests out there, the amount of established lore must be boggling to newer players and QM's.

Posted

Sounds cool, just be careful where you make your dwarf-only area. I was just contemplating with over 120 quests previous quests out there, the amount of established lore must be boggling to newer players and QM's.

That's why we have the wiki :wink: On a side note, how current is it?

Posted

That's why we have the wiki :wink: On a side note, how current is it?

Moderately. It'd be helpful if more people updated it. :laugh: I'm pretty busy at the moment, but once 127 is done I think I'll hop back to work as far as my own lore goes.

Posted

I should also mention that I included a little teaser for one of the factions if you look at me profile picture. :laugh:

On the other note, I think the wiki could be updated a bit and have more entries for things. Perhaps some help can be done with that?

Posted

On the other note, I think the wiki could be updated a bit and have more entries for things. Perhaps some help can be done with that?

Anyone is welcome to update the wiki, as far as I know. :thumbup:

Posted

Alright, with my day off from work, I got time to think through the job class changes. Here are my suggestions, based on balancing and making ether more meaningful.

Shaman: Blood Ritual costs 1 ether.

Paladin: Guardian Angel removes negative effects as well for 1 ether.

Druid: Roots of Life costs 1 additional ether per revival.

Black Knight: Arrogant Prick causes damage equal to 3x WP + level.

Evoker: Summoned spirits cause damage equal to 2x summoner’s level.

Minstrel: Nanny’s Lullaby removed, Battle Songs cost either 5 or 10 ether.

Dragoon: Mistrust removed.

Necromancer: Raise Army’s revivals costs 5 ether in total.

Cannoneer: Track Down trait replaced by Perquisite to Dain Almight’s Bomb Shelter. BOMBARD adds the bomb’s power, element and effect to the attack. Barrage uses the same chosen bomb three consecutive times (if bomb was not chosen, three attacks against the target). CRAFT BOMB recreates the last bomb that was used in BOMBARD or Barrage.

Alchemist: CHRYSOPOEIA gives gold equal to the alchemist’s level.

Beast Warrior: Beast Unleashed causes bleeding with each consecutive hit.

Weather Mage: MIST causes additional ”misty” weather that affects all combatants by making them susceptible to all elements during the next round.

High Cleric: Hallowed Ascension costs ether equal to the amount of heroes.

Archmage: Magic Cataclysm costs ether equal to the amount of enemies.

Mime: Cannot use equipment that are unique to opposite gender, another race or specific character.

Prophet: Alea Iacta Est healing costs ether equal to the amount of heroes.

Any thoughts?

Posted (edited)

Most of them look alright, there's a few I feel could be different.

Alchemist with both nerfs will be a very boring class as a result of the change. I will change from it as a result. I do however, understand the change, for balance reasons, but then there's me asking why implement this change, and refuse to change the overkill gloves because it is powerful because of how you set up your character?

-There's not really a reason why a flamboyant Mime would not be able to crossdress (either gender or imitate a race) For flavor reasons, I think this would be a bad change. The specific character change makes sense, for things like the Plaything weapons and Anniversary medals.

-The Weather Mage change only complicates an already intricate class further, in my opinion.

-The Druid change is not major enough to change it from being the optimal choice for being a healer. I don't know if that's the intention or not.

-I feel like the Guardian Angel change is unnecessary, a Paladin's power is in it's Shield roll, and it has an amazing shield as it is. Perhaps meditate, which is a fairly useless 4-roll ability, can be changed into something that heals the party's negative effects at the cost of ether.

-The Minstrel change is severe. The removal of Nanny's Lullaby makes a degree of sense, however, I feel like the majority of the songs would be better served with an ether cost per person affected. This keeps the class usable and fun, without being nerfed to the ground or overpowered. Keep in mind a Minstrel has to sing the song and cannot act at the same time, this is pretty major considering that means they can not prevent free hits too.

Edited by Scubacarrot
Posted (edited)

Could we change Black Knights 4 roll from Hide to Dodge? It still fits the idea of Corrupted, but it's more adaptable to RP. You can hide while dodging, but a hide is never a dodge.

Edited by Lind Whisperer
Posted

Could we change Black Knights 4 roll from Hide to Dodge? It still fits the idea of Corrupted, but it's more adaptable to RP. You can hide while dodging, but a hide is never a dodge.

You are just mad because you kept getting caught behind the sheep.

Posted

You are just mad because you kept getting caught behind the sheep.

I am frustrated with it, yes, because I kept receiving comments about how my character was "showing his cowardly side," etc., etc, when in fact Lind(at least in this particular case), if it were possible per game mechanics, would have tried to soak up all damage, rather than any of the rest of party be injured in what he considered "his" fight.

I personally think that Dodge over Hide would be a better choice in general. In #131, Bobby rolled several Hides - but his character isn't one to hide, so I referred to it as dodging in the flavor text.

Posted

Clarify dragon's HP?

I am frustrated with it, yes, because I kept receiving comments about how my character was "showing his cowardly side," etc., etc, when in fact Lind(at least in this particular case), if it were possible per game mechanics, would have tried to soak up all damage, rather than any of the rest of party be injured in what he considered "his" fight.

I personally think that Dodge over Hide would be a better choice in general. In #131, Bobby rolled several Hides - but his character isn't one to hide, so I referred to it as dodging in the flavor text.

This is a role-playing issue, not a game mechanics issue.

Posted

The problem is directly caused through the title of a role, which makes it a game mechanics issue.

No, it, once again, has to do with you wanting to shoe-horn the game to fit your PC.

Posted

No, it, once again, has to do with you wanting to shoe-horn the game to fit your PC.

How is asking for the consideration of a rename me trying to "shoe-horn" the game? If Sandy does not think the change is a good choice, then I accept that decision.
Posted

I don't like that someone could just hop into Dragoon with an Adult or Elder dragon; I think there was merit to the idea of having the dragon start as a baby at level 30 regardless of when you get it (or something similar). But of course, I'm slightly biased :tongue:

Posted

Post

I agree with Scuba on all points. I don't think the Druid really needs a change. It never struck me as being ridiculously overpowered, but the change is not major either, so I suppose you could include it. I think for Minstrels to have a cost per enemy affected would make sense, but perhaps Chromeknight could offer his opinion on the matter. Alchemist's 4 roll would seem kind of lame to me.

Posted

OH DEAR GOD WILL YOU PEOPLE STOP COMPLAINING ABOUT EVERYTHING AND GIVE SANDY A BREAK FOR ONCE?

Was that really necessary? :hmpf: Sandy asked for our thoughts, and we're expressing them. We think there are a few problems with the classes, and you shouting at us to not express our opinions is not helpful at all, especially in a manner that disrespectful. :sceptic:

Posted (edited)

Shaman: No dispute

Paladin: I'm with Scuba, I think Paladin is already balanced enough.

Druid: No dispute

Black Knight: Are we worried Black Knight is too powerful?

Evoker: I'm alright with this, normally Evokers do more damage than your average Mage, but this puts them closer to the damage output of Hunter.

Minstrel: I think they're necessary changes to make the class balanced.

Dragoon: I still don't agree with the arguments against mistrust, I think it would be better if mistrust applied to Dragoon's who switch out of the class and then come back into it. It's a class meant for the long haul. If there needs to be compromise maybe not let mistrust kick in till after level 40.

Necromancer: While Necromancer's burn through ether, I think they're doing it in a way that most mage classes should for the amount of power they wield. I'd be against this change.

Cannoneer: No dispute.

Alchemist: Agree with Scuba, the current roll needs to go, but this is kind of bland, I'll try to think of a better suggestion.

Beast Warrior: No dispute.

Weather Mage: I'm with Scuba, adds another complex result to an already complex class.

High Cleric: No dispute.

Archmage: No dispute.

Mime: No dispute, unlimited usage should be the realm of Artisans.

Prophet: No dispute.

While I like the changes aside from an adjustment to some of the shield rolls, I don't think it really deals with the issue of ether users (outside of Necromancers) ever having to worry about running out of Ether at the higher levels. I am thinking about how to address it but I still haven't come up with a good solution in my mind. :shrug_confused:

The problem is directly caused through the title of a role, which makes it a game mechanics issue.

Sounds like more of an issue with your QM, something you can easily address by talking it over with them in PM. This really concerns anyone, if you'd prefer to have your character portrayed in a different light in battle than hash them out privately.

Edited by Waterbrick Down
Posted

As a Paladin, I agree it's a nicely balanced class. It's got a good shield, no need to boost it. :thumbup:

Agree that necromancer is good as is. It burns ether in a good way and at a good pace.

Still think a cost per target change would be strongest for Minstrel.

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