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  1. #21
    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by PopeJual View Post
    I'm hoping that you'll also still have to complete Hiding in Plain Sight to get to the Twilight Forge areas as well.
    You don't have to complete HIPS now (Greater teleport bypasses it), so why would you need to complete it to get to the forge later?
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  2. #22

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    Just wanted to take some time to say that you and Yoko rock.
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  3. #23
    Community Member Lorien_the_First_One's Avatar
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    Anyone else think its wrong to give significant in quest buffs based on the size of your guild and how many treasure bags your guild picks up? It seems unbalancing. I've always recommended people join guilds, but they shouldn't have in quest penalties for not being in a guild.

  4. #24
    Community Member Samadhi's Avatar
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    Quote Originally Posted by Lorien_the_First_One View Post
    Anyone else think its wrong to give significant in quest buffs based on the size of your guild and how many treasure bags your guild picks up? It seems unbalancing. I've always recommended people join guilds, but they shouldn't have in quest penalties for not being in a guild.
    The convenience items make sense (banks, even altars). The "+X Stat" and "+X xp" I can write off as cool but not overpowering. Having loot that cannot even be equipped unless you are in a large guild? That is what really strikes me as unacceptable.
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  5. #25

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    Quote Originally Posted by Lorien_the_First_One View Post
    Anyone else think its wrong to give significant in quest buffs based on the size of your guild and how many treasure bags your guild picks up? It seems unbalancing. I've always recommended people join guilds, but they shouldn't have in quest penalties for not being in a guild.
    Green Armadillo said it pretty well, so I'll link to his blog post. I don't remember seeing anything that powerful on the reward list.

    To me, it just seems like added perks of being into a guild -nothing unbalancing.
    Last edited by Borror0; 06-07-2010 at 10:28 AM.
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  6. #26
    The Hatchery
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    Quote Originally Posted by Samadhi View Post
    Having loot that cannot even be equipped unless you are in a large guild? That is what really strikes me as unacceptable.
    I don't know about unacceptable, but it sure will create a lot vendor trash (item combos that are useless to a lot of people).

  7. #27
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Borror0 View Post
    Green Armadillo said it pretty well, so I'll link to his blog post. I don't remember seeing anything that powerful on the reward list.

    To me, it just seems like added perks of being into a guild -nothing unbalancing.
    I think the (it looks like stacking) resists have the greatest potential to be overpowering. The +stats aren't a small thing either, but not game breakig no.

    I get the convinience stuff...and I think they should add cosmetics too. But in quest I really don't think it should make any difference if you are unguilded or not. An unguilded player should have the ability to twink his character every bit as much as one in a guild, and I'm missing any reason why it should be otherwise.

    The bank, shared guild treasure box, teleport, crafting, even xp bonuses are all just fine by me because they don't make the character being played any weaker/stronger based on guild size.

    Quote Originally Posted by Samadhi View Post
    The convenience items make sense (banks, even altars). The "+X Stat" and "+X xp" I can write off as cool but not overpowering. Having loot that cannot even be equipped unless you are in a large guild? That is what really strikes me as unacceptable.
    The biggest problem are those items. The bonuses aren't huge (although they do suffer from the same problem on "why should I be more powerful in a guild I talked about above), but it takes items that should be useable and makes them trash. That +4STR bracer might help me, but oops, I'm not in a guild and its the guild version. That's just not reasonable - do we really need more trash loot? At the very least they should be equipable at the normal ML until and unless the augment slot is used, and THEN the guild minimum should apply.

  8. #28

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    Quote Originally Posted by Lorien_the_First_One View Post
    I think the (it looks like stacking) resists have the greatest potential to be overpowering.
    I would hope it does not stack with other resistance sources. Otherwise, one could have 60 resistance to fire which is not only unbalancing for all the game - not only from a guild versus unguilded point of view. It's even worse if all characters can use it, regardless of level.
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  9. #29
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Borror0 View Post
    I would hope it does not stack with other resistance sources. Otherwise, one could have 60 resistance to fire which is not only unbalancing for all the game - not only from a guild versus unguilded point of view. It's even worse if all characters can use it, regardless of level.
    That's what scares me. The description says it doesn't stack with other shrines... which makes me think its meant to stack with other things. Could just be an unclear description or poor reading on my part (hard to believe either of those could happen ). Even non stacking 30 resist would be very overpowering at low level (maybe there are char level limits too that aren't clear?). We all know how helpful P buff or Twelve pots are at L5, going 30 at L1 would trivialize a lot of starting content.

  10. #30
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  11. #31

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    Quote Originally Posted by Lorien_the_First_One View Post
    We all know how helpful P buff or Twelve pots are at L5, going 30 at L1 would trivialize a lot of starting content.
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  12. #32
    Community Member Cyr's Avatar
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    Quote Originally Posted by Borror0 View Post
    I would hope it does not stack with other resistance sources. Otherwise, one could have 60 resistance to fire which is not only unbalancing for all the game - not only from a guild versus unguilded point of view. It's even worse if all characters can use it, regardless of level.
    This limit is higher then 60...
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  13. #33
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    Quote Originally Posted by Grimgore View Post
    All of that looks pretty well thought out and awesome work by the devs.
    Much of it appears overpowered, which will both unbalance existing content, and push players to join guilds for mechanical benefits regardless of wanting to group with those people.

  14. #34
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    Quote Originally Posted by Borror0 View Post
    To me, it just seems like added perks of being into a guild -nothing unbalancing.
    +2 damage, +2 to all stats...
    Actually the 10% healing amp bothers me a lot, because of the bias towards high-hp characters.

    The big unknown is whether the Guild Augments for magic items will have any value or not. That'll depend on what you're giving up in other item abilities in order to get the guild augment slot in there.
    Last edited by Angelus_dead; 06-07-2010 at 01:46 PM.

  15. #35
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    Posted better summary tables at http://ddowiki.com/page/Guild_Airships

  16. #36
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Cyr View Post
    This limit is higher then 60...
    The stacking will be interesting. There is regular resist, plus the guild shrine buff (did that go higher than 30?) plus the guild equipment augment (tops at 3? 5?)

  17. #37
    Community Member Cyr's Avatar
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    Quote Originally Posted by Lorien_the_First_One View Post
    The stacking will be interesting. There is regular resist, plus the guild shrine buff (did that go higher than 30?) plus the guild equipment augment (tops at 3? 5?)
    'regular resist' can have a +40 from an item, +15 more from shroud, +30 from guild shrine buff, +guild equip augements (still not sure how these are working)??
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  18. #38

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    Quote Originally Posted by Angelus_dead View Post
    +2 damage
    Ouch. Did not see that one. I'm starting to lean toward the "too powerful" camp. All those bonuses stacks and start making the character quite powerful.
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  19. #39
    Community Member Cyr's Avatar
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    Quote Originally Posted by Borror0 View Post
    Ouch. Did not see that one. I'm starting to lean toward the "too powerful" camp. All those bonuses stacks and start making the character quite powerful.
    What you mean a guild guy who gives you almost as much benefit as two whole monk tr's (the good TR btw ) sounds like a little much?
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  20. #40

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    Quote Originally Posted by Cyr View Post
    What you mean a guild guy who gives you almost as much benefit as two whole monk tr's (the good TR btw ) sounds like a little much?
    Something like that, yeah.
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