View Full Version : Official: GM Estild on Blessings Lore Idea Requests
Fallen
02-02-2009, 10:36 AM
In most situations, it is never our goal to balance the training cost and benefits of lores around a specific spell or group of spells (healing, in this case). You have to evaluate the full benefits of the lore. Overall, we do feel that Spiritual Lore, Blessings is less desirable for most characters when compared to other lores. So if anyone wants to offer suggestions for improvement in this regard, we're definitely listening.
GameMaster Estild
Cleric/Empath Team
Fallen
02-02-2009, 10:37 AM
SARDINUS
Can these suggestions apply to spells outside of the empath circle?
Yes, the problem isn't just limited to Empath spells.
The Nalfein Kitten
Boost the % per rank up to 1 or 2%. I would consider the Blessing lore training as a pure healer route. For a healer to sacrifice all the training potential to go up to 202 ranks of Blessing lore, I don't think it is unreasonable for them to be able to heal down a major scar with the wound. The current set up of 200 to guarantee healdown on minor organ scarring is just painful.
We're mostly looking for the addition of new abilities instead of modifying existing formulas. Training 200 ranks in any lore is painful, but Spiritual Lore, Blessings does offer some other neat benefits at 200 ranks:
12% chance to flare +25 TD with Spirit Warding II (107)
48% chance for Spirit Strike (117) to remain active for a second attack (and 24% chance for a third attack, etc)
+10 extra mana from Manna Bread (203)
+20 extra AS from Heroism (215)
Group version of Bravery (211) and Heroism (215)
Ability to restore all missing stamina every 5 minutes with Adrenal Surge (1107)
GameMaster Estild
Cleric/Empath Team
NocturnalRob
02-02-2009, 10:39 AM
We're mostly looking for the addition of new abilities instead of modifying existing formulas.
12% chance to flare +25 TD with Spirit Warding II (107)
48% chance for Spirit Strike (117) to remain active for a second attack (and 24% chance for a third attack, etc)
+10 extra mana from Manna Bread (203)
+20 extra AS from Heroism (215)
Group version of Bravery (211) and Heroism (215)
Ability to restore all missing stamina every 5 minutes with Adrenal Surge (1107)
wait, so these abilities aren't enough? Those all seem pretty powerful to me.
Fallen
02-02-2009, 10:39 AM
This is a good opportunity to have added benefits to the following Circles: Minor and Major Spiritual, Empath, Paladin, Cleric, Sorcerer, and Ranger.
Keep in mind that Spiritual Lore: Blessings is most usually a defensive or utility based lore. It rarely adds directly to one's AS or raw offensive abilities. With that being said, this is a good opportunity to come up with some tangible benefits to lackluster spells.
Fallen
02-02-2009, 10:40 AM
wait, so these abilities aren't enough? Those all seem pretty powerful to me.
Really? For complete devotion of ALL your Spiritual Lore ranks? That means no Summoning lore, and No Religion lore. That is asking a lot, and IMO getting very little in return.
NocturnalRob
02-02-2009, 10:41 AM
Really? For complete devotion of ALL your Spiritual Lore ranks? That means no Summoning lore, and No Religion lore. That is asking a lot, and IMO getting very little in return.
so fix it!!
Fallen
02-02-2009, 10:44 AM
so fix it!!
I plan to put a good deal of thought into this. Sorcerer lore review isn't even RSN. This might be the only chance we have to get some lore work done to our primary circle. Minor Spiritual can use some love too. Any spiritual aligned pure/semi should use this opportunity and come up with some good ideas. Estild/Oscuro are pretty Boss about implimenting player ideas.
thefarmer
02-02-2009, 11:11 AM
Where's this posted?
Paladins needs some help.
Edit: Actually, it's not blessing lore that needs help, it's the other ones. However I will take him up on suggesting additional abilities to existing lore costs... like fucking Faith shield lasting longer that a few worthless seconds.
Kitsun
02-02-2009, 12:45 PM
FUCK!
I want the ability for my Troll's Blood to heal down minor scars.
Fallen
02-02-2009, 01:00 PM
SARDINUS
That's excellent news, Estild. I will try to spread the word. Is there anything specific we should avoid? I imagine flat +DS/AS/CS/TD boosts for lore won't be likely, and usually Blessings is Utility/Defense, so avoid direct offensive benefits, right?
Combat mods are okay, but I don't think most players are really persuaded by them when they evaluate lores. Spiritual Lore, Blessings is definitely more suited to utility/defense, although there are exceptions (like Fervent Reproach (312)). Ideally, we're looking to provide/enhance benefits for existing spells that are lacking. Spells that already have a strong lore benefit, even if from a different lore (e.g. Locate Person (116), Herb Production (1118)), are not high our list to alter. Finding a worthwhile lore benefit for Manna Bread (203) is a good example of what we're after.
GameMaster Estild
Cleric/Empath Team
Where's this posted?
Paladins needs some help.
Edit: Actually, it's not blessing lore that needs help, it's the other ones. However I will take him up on suggesting additional abilities to existing lore costs... like fucking Faith shield lasting longer that a few worthless seconds.
1619 is on par with 919/140 as far as duration (it actually exceeds wizards shield after a certain number of paladin spells). 140 lasts longer, but it also costs more than twice as much mana. It's not meant to last long.
Fallen
02-02-2009, 01:00 PM
Where's this posted?
Paladins needs some help.
Edit: Actually, it's not blessing lore that needs help, it's the other ones. However I will take him up on suggesting additional abilities to existing lore costs... like fucking Faith shield lasting longer that a few worthless seconds.
Most definitely. That was Number 1 in my mind when I heard he wanted suggestions. Blessings adds more time to the base duration of Faith Shield. Paladins DO need a lot of work in terms of their lore.
Fallen
02-02-2009, 01:03 PM
Err. I fucked up my last X-post by Estild. It should make sense now.
War Drums
02-02-2009, 01:33 PM
Maybe you can make it so when you pray (as in the command pray) you can get something for it if you're trained in enough blessing lores.
> pray
You kneel down and pray.
Suddenly you are overwhelmed as your deity hears your prayer.
A blue hue surrounds you. (some random bonus spell or maybe even total immunity to attacks for 1 minute... super rare even for someone trained in 200blessing lore ranks).
NocturnalRob
02-02-2009, 01:42 PM
some random bonus spell or maybe even total immunity to attacks for 1 minute
i don't think random bonuses are gonna cut it here...
War Drums
02-02-2009, 02:17 PM
i don't think random bonuses are gonna cut it here...
Yes I also said 'total immunity to attacks' which may indeed 'cut it'. Maybe you max out blessing lores you can pray and there will be a chance that every critter in a 5 room radius drops dead instantly?
NocturnalRob
02-02-2009, 02:29 PM
Yes I also said 'total immunity to attacks' which may indeed 'cut it'. Maybe you max out blessing lores you can pray and there will be a chance that every critter in a 5 room radius drops dead instantly?
all three of these ideas are among the dumbest fucking things i've ever heard.
how about, you have a random chance to win GS4 forever?!!?!
The Ponzzz
02-02-2009, 02:32 PM
I posted...
A bunch of ideas I have are:
+ Add the ability with X ranks to negate the spirit fog (106) DS on others. At even a higher amount of ranks, a group version.
+ Add an ability onto unbalance (110) to make the target have difficulty standing for a small period of time.
+ Add brightness/intenseness to fire spirit (111) so it can be seen from other towns/realms.
+ At 100 ranks, allow untrammel (209) to be cast on others.
+ Add damage to prayer of holding (301) similiar to harm (no wounds).
+ Add a "cone" effect to holy bolt (306) at a high number of ranks.
+ Add damage mods to divine wrath (319).
+ Add ability health recovery mod to heal (1101).
+ Add damage mod to sympathy (1120) that appears like nerve damage, add a minimum of ranks equal to undead level to have the chance to turn them.
+ Add ability to regeneration (1150) to let the cocoon effect last longer per X ranks = +1 second.
+ Add haste effect to pious trail (1602) at X ranks. (High requirement of lore).
+ Add target ability to faith's clarity (1603) at X ranks.
+ Add ability to have less recovery time for the target/caster with divine word (1640) (1640 almost seems like a punishment for both the dead and the caster, I'd rather use the cleric NPC).
I know some are a bit powerful, but others seem like good fits.
Stanley Burrell
02-02-2009, 03:00 PM
My empath doesn't use stamina. For 1107 to offer stamina recovery. And I don't hunt with others because he's my loadlifter and 1107 is used primarily to make sure he can stand up while carrying 2901329830498 pounds of gilded vaalin alloy kobold testicles.
Fail.
Fallen
02-03-2009, 12:47 PM
Keep in mind these wouldn't necessarily be cumulative if there are multiple suggestions for a spell:
102 – Blessing lore allows a percentage chance that ranged/thrown attacks are blown off course or negated.
106 - Blessings lore causes the fog to be more dense near the caster causing a greater DS increase.
109 – Blessings lore will cause a chance for the spirits in the room to interfere with further attempts at invisibility for a short period of time
111 – Blessings lore will allow this spell to be cast at a weapon giving it either a 100% or very high percent chance heat based flare for 1 attack at X ranks, 2 attacks at X+ ranks. Set it to a very high Seed base. Must be used within X seconds of cast.
112 – Blessings lore helps increase the benefit one gets to their swimming skill – NOTE: Documentation needs to be updated that this spell helps with swimming checks and drowning maneuvers. An Alternate idea is Blessings lore could provide the user protection against Water based Bolt attacks, or water based Maneuver attacks.
115 – On a high end Seed chart the spell grants a token amount of Spiritual TD. On a high end Seed chart the spell will persist for a second, third, fourth successful activation.
125 – Blessing lore will allow the Cloud the ability to follow its target from room to room. 1 room per X ranks of Blessing’s lore. High end Seed chart.
130 – Blessings lore gives a percentage chance that the sickness/RT from use of the spell is outright negated. Based off of a mid level seed chart.
135 – This spell needs help. Either from Summoning or Blessings. Ideas: Damage increase, Damage cycle increase, TD pushdown, CS boost, E/B/P pushdown increase, RT and/or Status Ailment duration increased, Chance of “Blindness” causing creatures/targets to attack each other, Chance of creatures falling down from blindness, Chance of creature catching on fire for immolation effect, Chance of secondary extra cast of spell shortly following the first, chance of insta-kill.
140 – Blessings lore creates a chance for an outright negate of any type of physical attack. Gives increased CMAN defense, chance to knock thrown/ranged weaponry off-target to strike other creatures in the room. Increased Protection against Air/Void based attacks. Chance to negate spells like E-wave/Major-E wave. Overall Damage/Crit shaving while the spell is in use (similar to Regeneration).
104/105/113/114 – Blessing’s lore gives these spells a greater priority in stripping order for any type of Spiritual dispel. Let’s face it, that is the primary reason we cast these spells anyway. It would make sense casters would design the spells around that concept.
----
"I hate to say it, but Evarin's right."
= - GM Oscuro - =
Cleric/Empath Team
Fallen
02-03-2009, 12:51 PM
I forgot an important one:
115 - Blessings Lore increases the chance that Fasthr's Reward is stripped first by any manner of spiritual Dispel. Alternate Idea: Blessing's Lore increases the chance that 115 will outright negate any Mass Dispel.
StrayRogue
02-03-2009, 12:56 PM
Wish melee would get stuff like this.
If I actually still bothered to play the game, that is.
Fallen
02-03-2009, 12:58 PM
Wish melee would get stuff like this.
If I actually still bothered to play the game, that is.
Squares do need some love. They haven't gotten meaningful dev in quite a while, those Berserk and Warcry updates aside. I think the problem is all of their DEV resources are being devoted to Monks, and the development of Unarmed Combat. That being said, Unarmed Combat should be a fun new toy for Squares in general. There is also "discussion" on how to fix group hunting and hiding, but that's weak sauce. Something that should have been addressed years ago.
StrayRogue
02-03-2009, 01:04 PM
Rogues in particular haven't had anything decent since LM. And if you weren't a picker it would have to be the introduction of CMANs (which were all quickly nerfed of course).
Fallen
02-03-2009, 01:28 PM
Rogues in particular haven't had anything decent since LM. And if you weren't a picker it would have to be the introduction of CMANs (which were all quickly nerfed of course).
There was a good post in the Rogue folder I skimmed over that looked interesting. Let me grab it for you:
----
Monthly Update? Feb... · on 2/3/2009 11:05:41 AM http://www.play.net/images/transparent.gifhttp://www.play.net/images/transparent.gif[/URL] I know its not he 1st of the month...but we used to have monthly updates that got responded to. Now, we only get sarcastic posts from Emeradan when prompted...and stay on target posts from Clement...
Its been about a month since i posted
>What was the last good thing to happen to rogues?...is anyone working for us anymore?...it seems like the laundry list of things to do to bring the class back to viability and no one seems to be working on it...
and got no replies...and everyone posting on the boards had ideas, comments and suggestions about how to improve the new neutered GSIV rogue...and some damn good ones I must say..
So here it is...a monthly reminder and forum to let us know what is being thought of, planned, or fixed.
Previous Ideas...
-Shield disarming manuever for rogues
-manuevers that activate flares
-a manuever that works on non-corps besides feint
-Have stalking and hiding work in a group format
-Locks traps eval promised over a year ago?....
-make stunmans a useful skill
-look into the stamina system...high costs, and low total stamina pools...(just get rid of it)
-Effects of alot of cmans are really short compared to their spell counterparts...and require more than a 101 endroll(CS system Bah!)
-cheapshots...make some of the other cheaps useful and the effects longer lasting...
-undo the smast nerf...this was an attack on rogues...and was poorly implimented from thge get go...you know it too simu
-improve pickpocketing
-make some more non-crap brawlers ([URL="http://www.play.net/forums/redirect.asp?URL=http://www.defensedevices.com/trench-knife-knuckle-knife.html"]http://www.defensedevices.com/trench-knife-knuckle-knife.html (http://www.play.net/forums/post.asp?forum=102&category=28&topic=2&replyto=2869))
So here is your chance...let us know whats up...go ahead...
if you are really busy making sure pures have all their spells filled out and that there is a lore component to each...tell us...so we don't hold our breath...
>So...knock knock...anyone home? anything goin on?
-Player of Terael and Fillan
The distinct lack of Rogue Dev has indeed been noticed. It is painful when repeated attempts for communication with your Guru through official channels are ignored.
Danical
02-03-2009, 01:38 PM
word...more words....word...possible sentence...word...ur dumb simu...wtf...
Danical
02-03-2009, 01:40 PM
My suggestion for melee would be make the aiming penalty 1 second for open aimed (instead of 3) and 2 seconds from hiding (instead of 3). Additionally, the ability to reduce the RT down to 5 instead of 6.
I never understood the rational that you must have +1 insurmountable RT when aiming melee weapons.
NocturnalRob
02-03-2009, 01:56 PM
I never understood the rational that you must have +1 insurmountable RT when aiming melee weapons.
this always drove me crazy too. good point.
Danical
02-03-2009, 02:01 PM
DID YOU GET MY PM?????????
TheLastShamurai
02-03-2009, 02:01 PM
right now blessing lore controls a paladins chances of getting a second flare from their weapon. i would like to see blessing lore control the chances of getting the first flare, and summoning to control getting the second flare.
i'd like to have blessing lore somehow increase 1614's effectiveness against like level/above leveled foes and increase the duration of faiths clarity.
or they could just let people 2x in each lore instead of treating all the lores as one skill set. that would be too cool though.
Danical
02-03-2009, 02:05 PM
right now blessing lore controls a paladins chances of getting a second flare from their weapon. i would like to see blessing lore control the chances of getting the first flare, and summoning to control getting the second flare.
You already have a built in mechanism to increase the chance for a flare every time you miss. Adding blessing lore to increase the first flare would be pretty nuts if the current mechanism remained.
TheLastShamurai
02-03-2009, 02:10 PM
i'd be fine with getting rid of it if i could increase the chances of it going off with lores.
Suppa Hobbit Mage
02-03-2009, 02:14 PM
Not to get in a pissing contest, but wizards haven't ever really had a guru answer them at all on the officials. Fuck you rogues!
Fallen
02-03-2009, 02:35 PM
Naos responds to wizard comments fairly regularly. Strathspay for Sorcerers has been active too. Clerics/Empaths should be slapped in the face if they were to complain about such a topic.
That leaves: Warriors, Rogues, Rangers, Paladins (They get some attention from Lusas), and Bards getting next to no GM interaction.
Danical
02-03-2009, 02:38 PM
And that makes sense given Mestys (semi lead) has been up to his eyes in monk-related shit.
Fallen
02-03-2009, 02:40 PM
Paladin Spells which should be closely looked at: Divine Vengeance, Faith Shield, and Aid the Fallen
Danical
02-03-2009, 02:41 PM
Divine Vengeance is the stupidest spell in the entire universe. I was reading the spell description and it made me lol.
This retribution can be very devastating, even fatal; making it known that no one upsets a Power with impunity.
Has the spell EVER killed anything or even marginally hurt the creature in question?
TheLastShamurai
02-03-2009, 02:51 PM
i've killed a couple of things with it, but they were already on the verge of death when it hit them.
Danical
02-03-2009, 02:58 PM
i've killed a couple of things with it, but they were already on the verge of death when it hit them.
I meant crit kills not just 3 or 4 HPs. Any crit kills from it?
TheLastShamurai
02-03-2009, 03:17 PM
only a couple. half the time it doesn't even activate when i die.
personally, i'm all for getting rid of it all together (because i could care less about what happens after i die), but i doubt it would happen.
i proposed an idea in the paladin folder for switching a few spells and changing them slightly in order to get more use/effectiveness from them. but i doubt that would happen either.
Fallen
02-03-2009, 03:30 PM
I would like to see some benefit to the corpse, or perhaps continued smiting of all creatures in the room for a set amount of time based on lore training.
Danical
02-03-2009, 05:06 PM
Divine Vengeance Ideas
The number of crit cycles increases by 1 for every 20 Religion Lore Ranks.
The crit severity is increased by Religion Lore.
The number of creatures affected increases by 1 for every 20 Summoning Lore Ranks.
Aid The Fallen Ideas
The Paladin may BESEECH while dead and be transported to the anchored area.
A character (including a BESEECHing Paladin) transported to the anchored location may experience a base chrism like effect at 3% Seed 1 Blessing Lore.
The Chrism effect does not stack with any further Chrism effects but the better of the two is taken into account before resurrection.
So a Paladin could BESEECH back to the town cleric, with a chrism effect, and pay to have themselves rezzed. Pfft, who needs clerics?
Fallen
02-03-2009, 05:08 PM
eh. Oscuro would never let that happen with Aid the Fallen. I was thinking that with more Blessings Lore you could anchor in a more diverse set of locations, like the 130 drop points, or supernodes.
Fallen
02-04-2009, 08:34 AM
Apparently Estild is liking a lot of the ideas being put forward. If you've got ideas, throw them up here and I will X-post them for you if you don't want to bother posting them on the officials.
Divine Vengeance Idea:
Delete it.
Fixed.
Suppa Hobbit Mage
02-04-2009, 09:29 AM
Naos responds to wizard comments fairly regularly. Strathspay for Sorcerers has been active too. Clerics/Empaths should be slapped in the face if they were to complain about such a topic.
That leaves: Warriors, Rogues, Rangers, Paladins (They get some attention from Lusas), and Bards getting next to no GM interaction.
Yeah, I'll retract my statement. Naos is the shit. I'm just recalling a decade of dead wizard boards really.
Stanley Burrell
02-04-2009, 12:43 PM
Make Divine Vengeance work less like Symbol of Retribution and more like "O.K., I'm still alive."
Also, make Symbol of Retribution work less like Divine Vengeance and more like "S'good, I'm not dead yet."
Make Warrior damage redux applicable to most spell damage types that hit skin-first, since full plate can't sensibly reduce the damage of a blast of ice, yet suffer from electrical DF increases.
Make FWI/Mist Harbor hunting grounds easier for people who actually pay that much money for this game.
Fallen
02-04-2009, 12:49 PM
Make Divine Vengeance work less like Symbol of Retribution and more like "O.K., I'm still alive."
Also, make Symbol of Retribution work less like Divine Vengeance and more like "S'good, I'm not dead yet."
Make Warrior damage redux applicable to most spell damage types that hit skin-first, since full plate can't sensibly reduce the damage of a blast of ice, yet suffer from electrical DF increases.
Make FWI/Mist Harbor hunting grounds easier for people who actually pay that much money for this game.
What the heck do most of those have to do with Spiritual Lore: Blessings?
Suppa Hobbit Mage
02-04-2009, 02:21 PM
There is a Mist harbor hunting area?
Danical
02-04-2009, 02:27 PM
Proposed at least. I think it's a bad idea to develop and use resources only a fraction of the population can use.
Fallen
02-04-2009, 02:40 PM
Well, when you take pay into account, it takes several of you poor folks to equal just one of us idiots who pay too much for this game. So there.
Danical
02-04-2009, 02:41 PM
But you get 10% of ticket prices!!!!!!!!!!!!!111111111
Endaar
01-27-2010, 12:12 PM
More thread necroing.
Wonder if any suggestions from this thread ever saw the light of day? Here's some more :
102 (Spirit Barrier) : Lessen the outgoing AS penalty for self-cast only by 1 for every 3 Blessing ranks, capped at the total AS penalty bestowed (i.e., cannot actually GAIN AS through this spell). So, having 201 Blessing ranks nullifies the full AS penalty from this spell for up to 96 ranks in Minor Spirit research.
108 (Stun Relief) : 50 Blessing ranks unlocks an ability to grant immunity to the stun status ailment for the target that was just unstunned. The duration is 15 seconds plus 1 per Seed 1 ranks of Blessing lore total.
112 (Water Walking) : Gain some kind of maneuver protection bonus based on Blessing ranks against the maneuvers of water-based creatures, like those nasty tritons people talk about (not sure of any of these mechanics so giving numbers would be useless).
140 (Wall of Force) : Increase duration of this spell for a number of seconds equal to (Seed 1 summation of Blessing ranks)*2 for self-cast, and Seed 1 summation of Blessing ranks for general cast.
207 (Purify Air) : I've only seen this myself going through the tree trunks on the way to Zul Logoth and protecting from Night Hound's breath, but those are absolutes. Are there any chance-based effects related to this spell in any environment? If so, increase their chances of succeeding via Blessing ranks.
219 (Spell Shield) : Grants a chance to reflect spells upon their caster based on Blessing ranks using similar chances of success as for Fasthr's Reward, for self-cast only.
230 (Spiritual Abolition) : Blessing ranks increases the maximum number of spells dispelled (how many? no idea what would be balanced).
310 (Warding Sphere) : Place a similar lore effect onto this that exists on Benediction and Spirit Warding II, based on Blessing ranks.
313 (Prayer) : So many things you could do with this. Increase the TD bonus by +1 for every 5 Blessing ranks, increase the maneuver protection based on Blessing ranks...
318 (Raise Dead [and Restoration, Resurrection]) : Reduce the roundtime of this spell by a number of seconds equal to Seed 5 Blessing ranks.
Cheers...
-E.
Asrial
01-27-2010, 12:21 PM
Way to go... >_>
Asile
01-27-2010, 03:02 PM
FUCK!
I want the ability for my Troll's Blood to heal down minor scars.
I'm assuming this is an outright healing of the scars, not just the chance of having the scar healed at the same time as the wound? That'd be pretty sweet (cycle through the wounds first, then the scars), but I don't think they'll look at it this go-round.
Asrial
01-30-2010, 12:57 PM
I'm interested in real estate, particularly Comstock and Delaney Park. What can you tell me about it?
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