Which is fair.
Guys (by this I mean players) don't keep trying to make melee and ranged on par with each other. Damage mitigation alone makes up for the less DPS you may be doing compared to a fully geared and suped up melee. They are different styles of play and it is one of the choices we enjoy in this game. Both have their shining moments.
Anál nathrach
orth’ bháis’s bethad
do chél dénmha
A duplicate ability is just another way of introducing general class abilities. An ability that is common to all trees might as well exist in its own core section, away from the racial or PrE lines.
The more I'm thinking about it, the more I think a core ability section would be better.
Here's how you do it: Decide which abilities are strictly class abilities e.g. Haste boost is a FIGHTER ability, not kensei or stalwart. Sprint boost is a RANGER or BARB ability etc...
Throw all of those class based abilities in a separate panel, forget all that arrow garbage. I hate linked enhancements due to restrictions. Place them in tiers according to their power and allow all action points spent in the core panel and the PrE panel to count ofr each others AP's spent limitations.
Done
Edit: If introducing this seperation causes the panels to look a little empty, introduce some new abilities. Our CENTRAL limitation is 80 AP's. If you give us all the enhancements in the world, we can only take 80 points worth of enhancements, so:
Introduce a bunch of new stuff that might be useful for a variety of purposes - let us sift through a bunch of stuff for superior customization. Some folks had a few good ideas already, one of which sticks out is the Staggering Blow: Tripped targets are helpless if you are using your focused weapon (kensei).
Last edited by Durnak; 04-12-2013 at 07:50 PM.
Currently on Live, you invest 11 AP, you get Battle Engineer I which includes the clickie. You meet your prereqs (7 AP), you save up the 4 points you get from Level 5, and BLAM! Level 6 you take your prestige.
Alpha, if you spend every single point you get you can get Fusillade right before level 7. No other diversification. no AP spent in your racial enhancements, or anything else.
While it's true that Tier 4 is restricted to Arti 4, this means that a Level 6, Arti 4/Rogue 2 can have evasion and fusillade, they also can't spend any points on anything but that goal.
Spellcraft and Heal:
I'm not totally against moving the spellpower enhancements to the skill system, but if you really have to, give all the classes that take spellpower an additional skill point (and Clerics, Druids and FvS two, due to Heal). And make it so that the highest of INT, WIS, or CHA is the modifier for your Spellcraft. It's absurd that a Sorcerer's casting stat doesn't contribute to the skill that gives them more spellpower.
Or better yet, just drop this idea and give a bonus to universal spellpower based on class levels. +4 at level one, +1 for each level.
The Enhancement System:
Overall criticisms:
- Way, WAY too many prerequisites as compared to live, e.g:
- Currently, Ranger Sprint Boost requires no investment in ranger enhancements, only levels. The first tier of Ranger Sprint Boost requires 1 AP
- With the new system, you need to invest 5 points in the Tempest line BEFORE you can even purchase Sprint Boost. The first tier of Sprint Boost now requires 7 AP (and, besides Whirling Blades, all of the Tier 1 abilities are worthless). For a Ranged-specced Ranger who already has Sprint Boost, you are doing nothing but wasting six of their AP
- Players already invest in a class by taking class levels, they shouldn't have to invest so heavily in the class's enhancements
- Currently, someone who wants Fighter or Rogue haste boost would take a level of that class and purchase the enhancements. They give up the capstone for their base class. Deeper splashes give up even more
- With the current system, getting a specific, desired enhancement out of a class could be extremely cost intensive, depending on what it is you want to buy
- Something interesting happens when you get even deeper splashes, like 12/8. Almost no power is lost from the base class: you give up the fifth and sixth core abilities, and *nothing else* (unless you count class-based DC effects, spells, or auto-granted/extra feats [of which many classes have none]). A 8/6/6 build gives up nothing but the fourth, fifth, and sixth core abilities of each class, yet unlocks every other enhancement for each class. I believe that this could create a large power gap between multi-classed and pure builds. I'm not saying a multi-classed toon shouldn't be more powerful, but I don't think they should be overtly so
- Enhancement costs, however, are so high that it may not even matter. But I imagine a lot of builds coming up that have 12 to 15 levels in Ranger, Monk or Fighter (who get a lot of benefit from auto-granted/extra feats), but take a second class that has better enhancements and spend all the points in those trees
- The goal of the enhancements pass should have been to complete/add more prestige classes, buff the classes/prestiges that needed it, and improve the UI. Additional objectives could have been remove . What you're doing here is far too disruptive. You should work with what you already have, because the current system works but could be better
Some suggestions:
- Prestige lines should be reserved for prestige abilities. It is appropriate for Shield of Whirling Steel to be in the Tempest line. It is not appropriate for Sprint Boost to also be in there, even if it fits the theme of "speedy".
- Each class and race should have a "general enhancements" tree
- These enhancements would NOT require the purchase of other enhancements in the "general enhancements" tree, unless they're an upgrade of a previously bought general enhancement (e.g. Spell Penetration II requires Spell Penetration I)
- General enhancements are unlocked by using AP in any other tree, eg. tier 3 of the general enhancements is unlocked by spending twelve total AP
- General enhancements would require a certain number of class levels
- The general enhancements tree would contain enhancements that shouldn't be buried under prerequisites that aren't very useful. Human Healing Amp is a very important enhancement, yet is now buried under a bunch of other prerequisites that you might not want. Currently, TierIII of healing amp costs 12 AP. Now, if you want to keep it, you need to spend an additional 10 AP. It doesn't matter what racial enhancements you could purchase with that AP; it eats away at the AP you could have spent in other places. *No one* enjoys having to purchase things they don't want, just to unlock abilities they do want. And there is a lot of that in this build
- A lot of the general enhancements will be (and should be) a copy-paste of existing enhancements
- Power should be moved back to the level of your class, and away from the number of enhancements you invest in that class. This would be accomplished by raising the required class level of the tiers, and lowering their AP cost (and/or giving auto-grants)
The User Interface:
The current one is a piece of junk. Has to refresh after you purchase something, the "hide these items" doesn't persist after a refresh (no, I don't want Improved Repair on my Rogue, stop showing it), lots of scrolling... this new one is better, but still a piece of junk. It could be a lot better. Quite simply, it takes up way too much screen space. I don't need to see the enhancements from one class, or my racial enhancements, if I'm working on the enhancements for another.
Suggestion:
It's so intuitive I won't even explain it.
What I was meaning when I was mentioning the issue wasnt anything about making the panels smaller, I mean that due to the nature of how they limit you from taking higher tier abilities by having you spend points in lower tier abilities, if your prestige trees are small, it would take minor point investment to reach the top abilities.
Since its obvious that they need SOME form of limitation on their best prestige abilities, this means that if they move the common filler abilities out of the prestige trees they need to use a different limitation - most likely returning to the way it is on live using significant level limitations instead.
One of the best parts of this change really is the fact that it does a way with a lot of the limitations on what kind of class spread you must have to achieve certain prestige class goals. To be honest, in my opinion, this is the only aspect of this overhaul, outside of the slight simplification of the enhancement system that may be convenient for new players but was definitely far from necessary, that needed the rest of the overhaul to achieve. Everything else, the new prestige classes, new more interesting abilities, AP cost standardization, etc, could reasonably have been implemented on the old system.
Vlyxnol - Incarnate - Cannith
"As a tank I feel that plate armor is necessary for my survivability but I also feel that other players need to see my belly button."
The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.
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Sarlona*Eternal Wrath
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Sarlona*Eternal Wrath
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This was proposed so many times (probably by you and many others) in the hundreds of pages of pre-alpha speculation.
I don't even know how to respond to seeing it not included. Perhaps if all the costs were globally but in half, that might help, but that still doesn't address the tree limit--another thing warned against in the hundreds of pre-alpha feedback.
Character Compendium
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Sarlona*Eternal Wrath
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A few thoughts after attempting to get Lama installed.
Just don't bother.
1. pando won't work right.
2. Lama won't connect. (and it isn't a firewall issue because that was even turned off)
3. removing lama and panda may hose your system.
Hard to believe that last one right? Well that is exactly what happened to me. I'm just glad a system restore fixed it. Otherwise that would have been a fresh install of windows to get it fixed.
BTW, developers. Someone doesn't do their job well over there. You install it, and the publisher still comes up as Atari.
I still say put the entire class, all general and PREs, one one panel. Then have tabs like the spell selector panel. Have a racial panel as well. Then if you restrict things by points spent in tree, so be it - it's the whole class. The multi-selectors (like energy type in Draconic Incarnation) can basically activate the various PREs, while the other abilities can remain general.
All bards can then take improved perform. All bards can take extra song. Different PREs may add different effects to Inspire Courage / Competence ... and choosing those early multi-selectors lines you up for different song options.
Treat each class like an ED. Give it a bit mroe space, sure ... but treat each class like an ED.
Ghallanda - now with fewer alts and more ghostbane
and 24 points is more than 1/4 of the available APs we have to spend
current on live we spend
3 AP for Damage boost II
4 AP for Crossbow Attack I + Crossbow Damage I
4 AP for Battle Engineer
----
11 AP total spent
the requirement for Battle Engineer was 16 total AP spent, not 16 total Artificer enhancement spent
the AP spent in Tree requirement should stay in the Core ability list
the tree ability should be total AP spent
PS: Greensteel RUINED the game! and you all know it!
less buffing, more nerfing!!!
to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"
And thats level 7, not 6. And you have to spend ALL of your APs in that tree. Currently on live, on a WF Artificer level 6:
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Damage Boost II
Enhancement: Artificer Crossbow Attack I
Enhancement: Artificer Crossbow Damage I
Enhancement: Artificer Battle Engineer I
Enhancement: Racial Toughness I
Enhancement: Force Manipulation I
Enhancement: Repair Manipulation I
Enhancement: Repair Manipulation II
Enhancement: Artificer Energy of Creation I
Enhancement: Artificer Intelligence I
Enhancement: Artificer Intelligence II
Enhancement: Warforged Constitution I