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Unannounced fixes

·8510 words·41 mins

Everyone’s happy when Splork posts his updates, so I thought I’d add a few that weren’t mentioned on the crier yet.

  1. XP caps: Raised! … for 9x40s. The numbers 8 and 9 million have been mentioned. At my current level, my cap decreased from 5 mil to 4.1 mil.

  2. Gold: After all the complaints about how the only way to get leveling gold is to solo, the imms have finally taken action. Every mob hit by stryx or myself that had more than 12k gold has been reduced to 2000 or less. That includes a few mobs formerly worth 100k+. A few areas were spared, probably because no druid had hit them in the last three weeks. The area most affected was the SS Mansion. Mansion has at most 1/6 the gold it enjoyed as recently as noon today. No more slaughtering lords and nobles to get rich.

  3. XP: Hurray for (eventually) heightened caps! Don’t worry about ever needing them. The xp given by lyme-style ‘splorkables’ dropped by approximately 2/3rds. If you’re a thief, it’s a good time to start a new char. I’ve not yet found any type of mobs (like those nasty casters) who have increased xp as a result of the xp revamp.

4.) EQ: For those of you who haven’t rejoined us since Sloth III, almost all newbie eq has been significantly nerfed. The difficult, group/forge eq is largely unaffected. This is probably a good thing because it gives us a natural growth channel as we level, rather than the old 1x40 warrior primes with -11 ironed, who don’t change eq ever again until avatar.

5.) Moon aura: Of limited interest to most, the cost to cast moon aura was increased by about 150 mana, so that it now costs ~250 at night, and 350+ during the daytime for the average 10+ person group. I have not tested it with small groups.

6.) Wiedzmin ring: The forge now requires simurgh’s presence. I understand this was probably true during the final year(s) of sloth, so not news to some.

7.) Warcry loads on eratikus. The fact that this is now a level 39 warrior skill was probably posted previously.

8.) Restoration: Cleric prime only spell Restoration has been increased, and is +200 hp instead of the former +180.

[SPECULATION, BELOW]

9.) Pop rates: [speculation] These [i:1z26qbn1]seem[/i:1z26qbn1] to have been lowered across the board. I guess cycling eq keeps us from getting bored.

10.) Lost concentration [speculation] [i:1z26qbn1]may[/i:1z26qbn1] have been slightly increased across the board. It is currently far higher than 5%, NOT counting disruption for front line/tank/solo chars.

Everyone’s happy when Splork posts his updates, so I thought I’d add a few that weren’t mentioned on the crier yet.

  1. XP caps: Raised! … for 9x40s. The numbers 8 and 9 million have been mentioned. At my current level, my cap decreased from 5 mil to 4.1 mil.

*** Exp caps are finally in. They go by total levels of a character. A few player caps may have lowered for their current level, some may have raised. The end result is almost 4 mil more.

  1. Gold: After all the complaints about how the only way to get leveling gold is to solo, the imms have finally taken action. Every mob hit by stryx or myself that had more than 12k gold has been reduced to 2000 or less. That includes a few mobs formerly worth 100k+. A few areas were spared, probably because no druid had hit them in the last three weeks. The area most affected was the SS Mansion. Mansion has at most 1/6 the gold it enjoyed as recently as noon today. No more slaughtering lords and nobles to get rich.

*** After checking playerstats and seeing one player make 27 million coins in one area and plenty other players raking in gold from this same area, I took action and lowered it. Any player or players who feel an area that gives great exp and insanely overbloated gold wont ruin the game just cares about cheating the system and doesnt care about the game they play at all or what it takes to maintain it. One player made more gold in basically one area then the next 15 players made in the entire game, this was a no brainer.

  1. XP: Hurray for (eventually) heightened caps! Don’t worry about ever needing them. The xp given by lyme-style ‘splorkables’ dropped by approximately 2/3rds. If you’re a thief, it’s a good time to start a new char. I’ve not yet found any type of mobs (like those nasty casters) who have increased xp as a result of the xp revamp.

** A new exp calculation has been in affect since the beginning of this version of sloth. Players are leveling faster than they had in the previous version. One set of mobs is where Magi noticed this change, are the ryukyu in temple ruins. After checking his logs just now, he commented in either channel talk or grouptalk about how these mobs are still incredible exp, even with 1/3 the exp being taken away. Hrpmh, hard to figure out why he is complaining. Commenting on thief solo exp or small group exp is pure silly. It will still be better than most other primes, well except for the struggling druids.

4.) EQ: For those of you who haven’t rejoined us since Sloth III, almost all newbie eq has been significantly nerfed. The difficult, group/forge eq is largely unaffected. This is probably a good thing because it gives us a natural growth channel as we level, rather than the old 1x40 warrior primes with -11 ironed, who don’t change eq ever again until avatar.

5.) Moon aura: Of limited interest to most, the cost to cast moon aura was increased by about 150 mana, so that it now costs ~250 at night, and 350+ during the daytime for the average 10+ person group. I have not tested it with small groups.

*** We have not intentionally increased mana cost for this spell. So if someone had just added it to bugs or asked me about it, I probably would of looked.

6.) Wiedzmin ring: The forge now requires simurgh’s presence. I understand this was probably true during the final year(s) of sloth, so not news to some.

7.) Warcry loads on eratikus. The fact that this is now a level 39 warrior skill was probably posted previously.

** Already posted

8.) Restoration: Cleric prime only spell Restoration has been increased, and is +200 hp instead of the former +180.

** Actually was no change here

[SPECULATION, BELOW]

9.) Pop rates: [speculation] These seem to have been lowered across the board. I guess cycling eq keeps us from getting bored.

*** We didnt even have time to create new eq or move eq around for the new version, so this is just plain stupid.

10.) Lost concentration [speculation] may have been slightly increased across the board. It is currently far higher than 5%, NOT counting disruption for front line/tank/solo chars.

** lost concentration has not been touched, shadis has already proven that through his 2000 tracked spells. We added a new disturbance and that was it, I actually do believe being in the front row affects one or the other of these, I cant remember though.

Enjoy,

Splork

** One player made more gold in basically one area then the next 15 players made in the entire game, this was a no brainer.

We won’t mention that said player logged about 40 hours running nonstop coins to achieve this feat. That would be telling! The ’next 15 players’ were most likely afk or in the large gold-less groups. I know i’m in that list, and I was cycling eq constantly for the last two weeks. The massive gold reduction was not limited to one area.

–It does not matter, again, if you fail to see how this gross amount of coins from one easily ran area disturbes the entire economy we are trying to build for sloth, there is no sense in continuing the conversation.

The player takes no damage and does the run in less then 10 minutes, it was obnoxious, nobody knows this better than you.

** A new exp calculation has been in affect since the beginning of this version of sloth. Players are leveling faster than they had in the previous version.

Due entirely to heightened playtime. Kudos to the admins. Xp/hour is dramatically lower at all levels.

– Sorry but the players in today’s era no more or no less than those of sloth 3. We had just as many people logging just as many hours then.

One set of mobs is where Magi noticed this change, are the ryukyu in temple ruins. After checking his logs just now, he commented in either channel talk or grouptalk about how these mobs are still incredible exp, even with 1/3 the exp being taken away. Hrpmh, hard to figure out why he is complaining.

My comments had a negative bias, because most of the unmentioned changes were of a negative nature. I did not consider my statement of facts about the mud as a complaint. Also, if you’re going to quote my private conversations in groups you were not a part of, please don’t misquote me. I said ‘decent’ not incredible.

– actually, i will look and quote because im sure you were still quite happy with the exp.

**Commenting on thief solo exp or small group exp is pure silly. It will still be better than most other primes, well except for the struggling druids.

I’m just pointing out to our would-be stabbers that lyme-style stab/blast type mobs have suffered a 50% xp hit. Anyone who plans to stab their way to 9x40 needs to rethink that strategy. That is a very, very valid concern to all our many thief primes.

– Actually, lyme in general has been reduced so that it is more in line with the rest of the game. It very well may be a 50% reduction on all lyme mobs, not just stab mobs. Im not really sure what the final percentage it was. We are not opening up lyme to have the entire mud leave 200+ other areas alone. It had to be brought down to the level of the rest of the mud.

*** We have not intentionally increased mana cost for this spell. So if someone had just added it to bugs or asked me about it, I probably would of looked.

Lost concentration on moon aura takes 60 mana, where it previous took 2. (Yes, I lost conc three times in a row at 95%, or I wouldn’t have noticed). Since the spell has obviously been messed with it isn’t surprising that I’d blame said ‘messing’ on what seems to be dramatically increased costs. In my (unlogged) recollections, the spell cost 120 + a few mana per groupie at night, and 200 + a little mana per groupie during the day.

8.) Restoration: Cleric prime only spell Restoration has been increased, and is +200 hp instead of the former +180.

** Actually was no change here

Actually, there was. Quick, nerf the clerics. Just because you didn’t do it doesn’t mean that nothing changed. Restoration is definately better as a prime only spell.

– its always been better as a prime spell, the code has not changed from s3, sorry.

*** We didnt even have time to create new eq or move eq around for the new version, so this is just plain stupid.

I’m not the only player who remembers an immort publicly making this comment about lowered pop rates. But! it could have been Juggleblood, the minister of misinformation.

– think as you may, you do not know more about the changes to this game then I do. Pop rates have not been lowered, if i had time or help we would increase them. Just as ive been adding plenty of positive stuff to the mud since its been brought back up.

** lost concentration has not been touched, shadis has already proven that through his 2000 tracked spells. We added a new disturbance and that was it, I actually do believe being in the front row affects one or the other of these, I cant remember though.

Shadis didn’t prove anything with his log – which if I recall showed around 91% success rate? Kulgan cast tens of thousands of spells, carefully logging in and out of combat on sloth III. If anyone proved anything, it was him. Shadis’s reports didn’t specify which spell or combat status, front or back row, etc. All of these have been observed to affect lost conc rates. If you set lost conc to a flat 5% (for a 95% spell), I’d be singing your praises for a week.

– again, I stick by my previous comments

As far as “nerfing” of eq goes:

  1. you may have noticed the armor class and hitting system is COMPLETELY different than sloth 3. It is a whole new engine, so some equipment was scaled as a result

  2. the equipment was scaled to allow you to grow, as Magi mentioned. Its silly that you could get the max ac, regen, or whatever for a slot at very low level and then keep that item for the rest of your career. Now as you get higher levels, you will get better stuff. Also some stuff that was previously the same or not as good as the max for that spot is now actually better than it was.

We are doing our best to keep the game balanced for everyone. Since the inception of this new version we have continuously listened to our players, taken their ideas and concerns, and added them to the game. Go through the list of changes we have made in our first two months, 95% of them are positive changes benefiting our players.

I get a little upset, annoyed, and disturbed when all I keep hearing is nerf this, nerf that, when all we are trying to do is keep the game as balanced as we can for all of the players.

Druids are the most powerful class right now, we all know this. Im glad in a way because before we restarted we were concerned about them and we werent sure if they had a place here but they do. Im not going to lie, I keep an eye on the stats and logs of our power players. These are the players that directly show me what needs adjusting or fixing. When I see one player making 27 million coins in a week, I check, see why and how it is being done. Im not going to apologize for maintaining sloth’s economy because soon it will probably be gone. Again, 95% of the things I see I do not touch. Magi, stryx and others have also been pointing out bugs and other things that need looking into and I appreciate it.

Listen, Im getting frustrated. Im doing the best I can.

Once in awhile, just please try to look at things through our eyes!

Splork

I am impressed for all the bitching going on, to still see those people still logged on and still mudding 30-45 mins later.

This game must be fun!!!

Cheers

Regarding eq pop rates…

There were a few that got changed unintentionally for the worse, but I’ve fixed them as I’ve seen people complaining. I also improved pop rates on newbie eq as I’ve seen bottlenecks occur. There’s no intentional plan to nerf pop rates at all. It was inevitable that people would be bumping into each other trying to get the basic gear when the game restarted.

I wonder why all the concern for druids. They were super powerful from top to bottom on s3 and they remain the same. Bards and Monks were and still are in short supply. The thing is that the mud only really needs one Bard prime. The guy your asking for hymn of an artisan, or charms or to sing seven luck gods while you cycle the rest of your mobs. The guy who sings gods of war in the group where your blasting or shifting and getting the big dmg xp bonuses. The guy who gets to sing dreams of the castle so that everyone else can mem and get their spells up while he watches the group regen. Pretty much the guy who everyone relies on to save the group during a cf, or to relocate to a dead guy so he can raise him.

People want bards, they just don’t want to play one.

Bards are garbage and everyone knows it. The instrument slot was a nice addition but I actually lost +2 hit which I really needed(40 prime and I still miss) to gain some measly ac slot on hands. In the end it seems I will gain a few points of ac or a few mana, nothing that will actually change bard in any way.

I got a few questions that I hope anyone can answer.

Currently with all the bard gear I can muster my cry of the avatar is costing 29 mana and hits for just a little more than a fireball. Fireball is level 23 bard and level 15 mage and costs 15 mana. Why would anyone use cry when its area affect(dangerous) and uses almost twice the mana? Why would I use cry when I can wear spelldamage and cast firewind? Why would I use cry when I can no longer use wraithform to push mobs into one room and area them?

A few nights ago Magi asked me to help him with some forges. I am always glad to sing for someone so I went to him then wasted about 30min trying to get hymn of an artisan to stick. 115 mana a shot and the song wasnt working. So I sing it twice then sleep for 7 minutes. Luckily Magi gave me 150k coins for my effort or otherwise all my time is a waste. Why would anyone want to make a char to do all the legwork for the rest of the mud when most of the time we receive nothing more than a thank you? Even if the song would have worked the first time on his 2 mobs that would have taken me a full run of mana.

Everyone has been telling me I can now charge coins for making charms. On s3 everyone knows I would make charms free of charge and glady accept donations. Now that I am bard prime everyone and their grandma will be asking for charms. I did not know that we have vendor classes on sloth. I can either be a butt about things and charge people or just tell them to bugger off. There is really no way to recover any lost xp or coins that I would lose by spending 10min making charms. It would be hard to come to any kind of agreement, especially when coins are in short supply. If I continue playing Bard am I supposed to log on to spend my time just servicing the needs of the other players? Even on s3 I spent plenty of mana and time raising deads and helping with looted eq and etc. The last thing I need is another laundry list of items that everyone needs that benefit me in no way.

Did I say that bards suck? I have been trying to cycle the bard in towers temple for some boots. I seem to be the only person that cannot actually kill the mob. A level 34 warrior without sanc managed to kill it with ice ray. However with cry of the avatar I run out of mana and he chases me out and regens his hps before I can get enough to kill him. If bards were intended to be maids of sloth and be the weakest class and just do the bidding of others all day then I’m out.

You guys can tell me how powerful Minstrel was on s3 and I can refer you to the time I spent on his eq and on leading and questing. I know this all falls on deaf ears and since there are at most 3 bards I don’t see anything improving.

Stryx told me that at least I am leveling Druid now, I can shift and kill stuff. After I almost vomited I decided that a -5 bard with 350 mana should be at least half as powerful as a level 38 form. Then reality set in.

I told Brad I would wait to double 40 to make sure that my mr is still garbage before I pack up.

Go ahead and tell me to make a druid, I dare you.

I believe there are plenty of hand items for the bard class that have 2 hit with ac and other stats so Im not entirely sure why you are losing 2 hit?

I happen to like the instrument change and believe it will continue to help with the addition of better eq that before a bard prime could of never worn because they were using that slot for their prime ability.

As for the rest of your post, we realize bards need help but we also realize not all classes solo as well as others. The majority of classes right now are extremely weak and rely on their other classes for help in this area.

The best idea we can come up with right now is allowing the playing of an instrument and casting certain spells or possible singing alongside the instrument for additional bonuses.

We are not going to mimick spells or skills from other classes anymore, so if people have ideas feel free to share them.

Splork

you asked for a Bard idea:

how about a bard ac song - sing in group and reduces the whole groups ac by upto 1.0 for an av bard

how about a bard coin song - sings to a mob as he kills it to double its coins (or do we have this already? not sure think I only saw on another mud)

Or as an alternative ‘busk’ sing to a mob and it starts throwing money at your feet.

how about an enchanted sleep song - sing the mob to sleep in which it constantly loses hp until dead … the sort of elven enchanted forest or siren type stuff … just a different way of fighting and aimed at a soloing bard

hmmm last suggestion … how about a mood enhancing song to cheer everyon up and help stop everyone whinging on gossip about how bad the mud they choose to play is and how things were better in the good old days

You could up prime bards natural charisma so it helps their songs more, don’t make a prime bard have 13 items to max their charisma…maybe 4-5.

you asked for a Bard idea:

hmmm last suggestion … how about a mood enhancing song to cheer everyone up and help stop everyone whinging on gossip about how bad the mud they choose to play is and how things were better in the good old days[/quote:hyhp0m72]

I sing that song everyday, its just none of you can hear me.

Trying to remain constructive here… Even though it’s becoming apparent this sloth is just like the old sloth… just twice as long with most things at half pace. Was this actually the intention? Cause all we have new is extra classes we don’t have levels in…

One good idea I think for bards, is to increase there “Charm” factor so that there songs can effect mobs, winning them over to the bards side so they can actually order the charmed mob to assist them in battle.

Same as that necro spell… erm, control undead. Use mob levels and player levels to figure out what can be charmed and what can’t. Make it so they can charm multiple small mobs… like walk into a room… sing a song and have 5 goblins suddenly bending to there will.

It should have a decent chance at say lvl 30 prime to walk into Greek forrest, charm the stick thrower and get him to help kill the other maenads in the room. It’s not really necro pets or followers… but it’s something the magic in a song should be able to achieve.

You get the idea… etc etc

Shut your cake holes about whining on gossip… Bards suck and something needs to be done. Nothing will get done unless we say something… it’s called communication.

EDIT: Be nice if the charm song stacked with other bards in groups so they can enchant bigger mobs when together… Maybe a couple of 40 primes could pull off a westwood mob charm… but not so sure about making the mobs “followers”… like they stay in the room etc

As much as I think Minstrel enjoys grouping… and giving more group spells would be nice… at the end of the day, he can’t hit crap solo… I think that’s his point…

I sing that song everyday, its just none of you can hear me.[/quote:muo601q1]

Trying wearing more charisma :twisted:

I hate to say this but I am not going to lie, we do not plan on adding followers to any more classes, this included the charm spell.

Splork

Thanks for “fixing” juju, it’ll be harder to solo now, I know this is suppose to be a group mud, but for some of us on the other side of the world with the time difference its very hard, for me I can usually only catch group when its about to end. Btw are you planning on adding more type of pets? or just stretch the old ones we have for the 4 class system to this new 8 class system?

I am not going to allow 1600 hp jujus, Im sorry. Try to find another prime skill that has the power a juju has and you will fail.

We are trying to flush out the animate, supplication, shapeshift, and summon mob lists but right now we have no Immortals who have time to code the mobs using our ingame language, MUDL. When we can get more help we surely plan on doing so. When will this be? I have no clue right now.

Splork

Flush as in down the toilet? Your gonna nerf my elder ants? Laughing That’s impossible! They were born nerfed! :evil:

Sooooo… No mimmicking spells, no pets… but we are to come up with ways to improve bard… and for solo which is it’s weakest point… :roll:

Lets give him uber weapons of mass phenominalness and defense! Oh wait that’s warrior… :/

Lets give him song of awesome formness for crazy fighting! Oh wait that’s druid… :/

Lets give him instant keelness! Oh wait that’s thief… :/

Lets give great balls of fire! Oh wait that’s mage… :/

Lets give him great pets of awesomeness! Bah necro… :(

Lets give him healing powers of the gods! Oh wait that’s cleric… :|

Lets give nothingness absorption thingy! That’s monk… :<

Erm, what’s left? Looks like you’ll have to settle for crap minstrel, see ya and thanks for the fun and wasted years… and don’t forget vote.

If you want sloth to be fun to play… maybe remove your hands from around it’s neck? Geahs Splork, we love the game, and we love the fact you maintain it… but sheeesshh. Your optioning us out here.

Splork:

I for one like the new sloth. Thanks for all your hard work!

Bennett

jezer wrote: If you want sloth to be fun to play… maybe remove your hands from around it’s neck? Geahs Splork, we love the game, and we love the fact you maintain it… but sheeesshh. Your optioning us out here.

Amen…Thanks clannie

as much as i agree with some/much of what mike bitched about, this post is bordering on retarded.

There’s a reason this mud is multi-classed.

If you think thieves solo without using skills from other classes, you’re mad.

If you think mages can go in blasting mobs without using skills/spells from other classes, you’re mad

So clerics can heal, but seriously, which cleric spell helps them solo?

Sure, druids are still overpowered in the eyes of most people.

The thing i don’t understand is, you bitch about certain classes being overpowered, then u bitch when they make changes to try to balance it out for everyone.

I think everyone should take this as a completely new game (which it pretty much is) and not try to compare it to sloth 3….hell, I know of people who are still comparing it to sloth 2. This mud’s only been up for like over a month….give it some time to even out its kinks. If you REALLY think something isn’t right, feel free to suggest how they can be changed. Instead of saying “this sucks” or “that is overpowered” and then bitch about what the imms do about it

Flush as in down the toilet? Your gonna nerf my elder ants? Laughing That’s impossible! They were born nerfed! :evil:

Sooooo… No mimmicking spells, no pets… but we are to come up with ways to improve bard… and for solo which is it’s weakest point… :roll:

Lets give him uber weapons of mass phenominalness and defense! Oh wait that’s warrior… :/

Lets give him song of awesome formness for crazy fighting! Oh wait that’s druid… :/

Lets give him instant keelness! Oh wait that’s thief… :/

Lets give great balls of fire! Oh wait that’s mage… :/

Lets give him great pets of awesomeness! Bah necro… :(

Lets give him healing powers of the gods! Oh wait that’s cleric… :|

Lets give nothingness absorption thingy! That’s monk… :<

Erm, what’s left? Looks like you’ll have to settle for crap minstrel, see ya and thanks for the fun and wasted years… and don’t forget vote.

If you want sloth to be fun to play… maybe remove your hands from around it’s neck? Geahs Splork, we love the game, and we love the fact you maintain it… but sheeesshh. Your optioning us out here.[/quote:3brz9a4g]

What i dont understand is this, You delete everyone, add 8 classes so that everyone will now at least quadruple their time to avatar so your efforts of making the gaming experience longer worked, but why do you bother with nerfs as the purpose of nerfs is practically the same (taking longer to achieve the same thing)?

I understand you want the game to be more progressive, but it will be anyway! You want to cap the power of players so that now they are as powerful at 8x40 as they were at 4x40 ? Why ?

I personally think its the wrong approach as it will only encourage more whining as players are not getting anywhere because of the constant nerfs and will only result in disapointment on everyone’s side. Let the players have their power, let them have more hp, let them have more power, but create areas that require that sort of power.

Instead of balancing the classes down, balance them up, let the weaker classos like bards become stronger through

Stop the nerfs and the disapointment.

Couple of points on this, I don’t intend to really comment on any of the individual changes, mainly because it wouldn’t make much difference what I say, but also because I welcome most (inc the recent necro) changes as good for the mud.

[b:xxhaagzd]Please Dont Discourage Soloists[/b:xxhaagzd]

I would however like to echo (I think it was Guinex) who made the comment that on this side of the world there are often less players on at the times we can play, and group opportunities are far more limited. I play necro because it has some advantages while soloing, (imo th prime and dr prime are still better solo, but necro is certainly good.) While making changes to sloth to encourage grouping please don’t discourage those of us who get most of our xp from soloing.

[b:xxhaagzd]The reward for success is a disadvantaeous readjustment?[/b:xxhaagzd]

The other point is that it seems to me the imms are watching play to see the power balance of each class prime. The result of this is that if you play well you are opening your prime class to be nerfed. A player might be able to solo a lot of xp quickly but that could equally be because they’re just very good at playing rather than some inherent advantage all of their class has.

(Perhaps if I could persuade all the necro primes to play badly for a couple of weeks we’ll get necro buffed?)

As far as bards go, they ARE the weakest class on sloth and its not too hard to make them better if only immortals realise that bards really need a serious boost.

Make a song that enhances the damage of a particular elemental a spell (ice, earth, fire) and coupled with your idea to allow bard primes to sing at the same time as casting, you can have a bard that will increase his casting abilities by a mile which could make a bard/mage a very powerfull solo char at low levels or a very important group member for a mage prime to have with him! , depending on how much power you want to allow that spell to have you can stop all the bards sufferings in a few coding hours..

As a bard prime … soloing i rely on all my other classes using very little of the bard class only skills..maybe 3 songs… when i join groups.. there are so many with bard in their class and with the mana to spare..they sing all the bard group songs that are really needed. It makes me ask why choose bard prime. Well you could say lower cost to sing, the benefit of hitting more people with your song. You could say to make charms, what kind of charms..to distribute..okay.. everyone can cast the same spells i can create so to help them reserve their mana fine or cover them until they get the spell okay. Sing for pops.. sounds great.. sit for hours at a mob and pray it pops the right item when you sing..oh don’t wander to far… you have maybe 3 ticks to sing in if you get warning of when the mob is going to repop and you have to have enough mana to maintain the song.. gains for the bard ..well item if it pops..xp no..coin..no (unless you resell the item). How to improve the situation…. give the bard something unique..they have the unique they can sing.. the down fall.. everyone can be a bard to some degree. Personally we have not seen enough of high level bards to see how they are better than other classes with bard for songs. The idea of bard primes singing in chorus together for added benefit is a nice idea..does this help them solo no, but it may be a factor in being bard prime over another class. A change to cry of the avatar.. the sound of the song is suppose to do internal damage no? ..well make it like the asp poison then.. each additional strike increases a prolonged -hp affect on the mob? a prime only skill will it help solo well to a degree in rooms without many mobs yes. no need to increase the existing damage just add a “poison style” affect ever see ettin bard.. wow.. you have the chance of become deaf.which affects spell casting..talking etc.. so why is it that bards don’t have a reduced power version of this same song..? I would say the ettin verision is seriously over powered as player song.

Honestly the new verision of sloth has been up such a short time..we have 8 classes with avatar to work threw…we have lyme coming to everyone …people wanting lockers, castles,vaults… glitches that need to be ironed out.. new items in place that create more issues and balancing

Give the immortals a chance to listen to us watch us and make improvements. If something is seriously out of wack then yes speak up on it but do remember how much there has been done, there is yet to do and how many of each prime class there is. We all have a voice and we all speak our minds. Before you go off hostile..put yourself in the other spot and take a minute to reflect on the real issue and maybe a solution.

Nice changes to bard prime I see. Thx Splork, hope ya didn’t make that spell book load on Tepa or something as a reprisal though… haha :twisted:

So guess higher charisma and singing while blasting means a bard can sing cry of the avatar at more damage and blast as well? Sounds good… is it?

The last two changes to bards (instruments and ‘double casting’) are nice, but they don’t address the core issue.

Bards are not thieves, warriors, or monks. They have no backstab, strike, or deathblow. Everything useful a bard does is mana based. So… [b:1ekdpkv4]give them caster regen.[/b:1ekdpkv4] Spells and mana are all they do. It doesn’t require an army of coders, and groups will greatly benefit from the sudden influx of new bards that will be created.

There’s a reason every bard has to be druid second, and it’s a real shame.

perhaps an easier solution would be to say Bard is not available as a prime class?

More unreported changes:

Wurms (recently moved from 0.38 to 2x40) accuracy reduced roughly 3 times (whiff 1-2 times a round - formerly once every other round)

It is now possible to hit ‘very hard’ as a wurm, despite wearing both +dam and +str shift gear. Decreased from the former extremely hard.

Awaken (druid summon spell) - number of followers [mound] you can get halved.

Is there any player stupid enough to start a new druid prime at this point? No sign of these ‘fixes’ letting up any time soon either. Is that the intention? Someone (Jake?) hates shift forms so we nerf druid a couple times a week until they all quit?

Or – did any other classo find their follower limit halved?

:evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil:

SPLORK!

Hey, it coulda been someone else! Why we gotta be yellin at Splork all the time :) Also, the ‘very hard’ might have been possible before – but I never saw it so frequently as tonight. Could just be the random number generator hatin on me. :)

It’s another .5 nerf, it has to be splork.

I wonder how he’s going to apply his nerf to the elder ents. We only used to get one, which was crapper than two slimes… so now we only get .5? :twisted:

Is it the top half or the bottom half splork? :P

Hey hey hey, you guys were all for this reset, so live with it, suckers.

hehe, that ought to stir up some flames. :twisted:

Here is the wurms stats, I have not changed since this we have restarted except for the maxhit which I have lowered 80.

MaxHit: [1130/1130 +78]

AC:[-40] Player AC: -4.0, Hitroll: [20], Damroll: [1], DamRed: [0%]

#1 4d7+1 hits

#2 4d7+1 hits

#3 4d7+1 bites

#4 4d7+1 bites

Lets get some opinions from the general playerbase on a few questions I have…

  1. What player can come even “close"to doing this damage as a level 38 -2x40 player other than a druid?

  2. What player can have this type of damage and yet still have a hitroll above 20+ other than a druid?

  3. Are there any players ingame that can get 1200+ hps at 2x40 besides a druid (previously level 38)?

  4. Are there any players out there who can deal this type of damage, have this type of hitroll, have over 1200 hps, and still blast mobs with the force of a mage prime other then a druid at level 2x40(previously 38?)

  5. Attaining -07.5+ ac at level 38 must of been a joy, now its level 2x40 without any effort put forth at all ingame. I dont think anyone else can claim this either…

What type of player would be crazy enough to play a druid prime? Anyone who wants instant advantages over others and certainly doesnt have to really rely on their player skills will have quite an easy time with a druid prime. Any player who knows the mud relatively well will have almost as easy a time of it as the current druid primes… Especially since there has been basically zero changes when everything is taken into consideration.

I did not intentionally touch druid’s awaken spell so if that has changed it was a mistake. Necro followers were adjusted before the start of this version but thats all, or that should be all.

Im not going to reply again, so spew away. Druid forms get better each new form and will continue to do so, not at the rate they did from level 1 to level 40 though. Their ac will increase slightly, their hitrolls slightly, their damage slightly, their general abilities, etc.

I think everyone needs to relax a little bit and look at the big picture, druid primes are still head and shoulders better then everyone else. Hopefully it will even out some with levels, I strongly believe it will.

Splork

  1. Are there any players ingame that can get 1200+ hps at 2x40 besides a druid (previously level 38)?

[/quote:3klx9xg6]

I probably could! Albeit at 40 40 39!

-Rig

Official wurm shapeshift form stats (for people searching later)

MaxHit: [1130/1130 +78]

AC:[-40] Player AC: -4.0, Hitroll: [20], Damroll: [1], DamRed: [0%]

#1 4d7+1 hits

#2 4d7+1 hits

#3 4d7+1 bites

#4 4d7+1 bites

Cool, nice to have the real numbers. It’s always a temptation to notice anything strange and think it’s a nerf.

  1. What player can come even “close"to doing this damage as a level 38 -2x40 player other than a druid?

Mage does much more, and 10% lost conc is lower than the wurm’s whiff rate. But yes, we were talking about battle damage.

A 40 monk/war does does average 13.2 + str + handdam per hit. Lets put a modest +5 damage from eq, and max str for +5, for a total of 21.2 damage per hit.

7 Hits (double, triple, flurry, strike counts as 3) does 160.4 damage per round, with a possible 50 damage from counterattack taking it up to 210.

The wurm does 5 hits (say dr/ma for haste – we assumed the monk had tripleattack) at 4d7+6, avg. 22, is 110 damage per round. The +6 is due to 18 str and +dam gloves.

  1. What player can have this type of damage and yet still have a hitroll above 20+ other than a druid?

Not sure about this one… I always thought classo factored invisibly into hitroll, so a 40 War hits more accurate than a 3 Mage with the same +hit stat. Aren’t forms denied that inherent classo ’to hit’, and the high hitroll is to compensate for that?

  1. Are there any players ingame that can get 1200+ hps at 2x40 besides a druid (previously level 38)?

The monk/war probably maxes near 1000, but counterattack and dam reduction would easily make up for the difference.

  1. Are there any players out there who can deal this type of damage, have this type of hitroll, have over 1200 hps, and still blast mobs with the force of a mage prime other then a druid at level 2x40(previously 38?)

No. A druid blasting while shifted does the most damage in game, with the exception of the occasional backstab. It also costs by far the most mana of any form of combat. Excuse me, cleric healblasting is more expensive. 2nd most mana intense form of combat :)

  1. Attaining -07.5+ ac at level 38 must of been a joy, now its level 2x40 without any effort put forth at all ingame. I dont think anyone else can claim this either…

-7.5 takes a bit of effort, but yes -7.0 without any effort other than running coins for levels is a bonus.

What type of player would be crazy enough to play a druid prime? Anyone who wants instant advantages over others and certainly doesnt have to really rely on their player skills.

At the moment, druids are still among the strongest solo classos. The question inferred that if the man upstairs continues to ‘balance’ them, that might be a different story by the end of the month.

I did not intentionally touch druid’s awaken spell so if that has changed it was a mistake. Necro followers were adjusted before the start of this version but thats all, or that should be all.

Awesome! That was what prompted the whole post, I was amazed that I suddenly could only awaken a single 1x40 follower. I’ll check tonight and post to bugs if it’s still an issue.

Im not going to reply again, so spew away.

Hope this latest post wasn’t too negative for ya.

I think everyone needs to relax a little bit and look at the big picture, druid primes are still head and shoulders better then everyone else. Hopefully it will even out some with levels, I strongly believe it will.

Once some of those warriors get some AC and undead control, it should be all over except the tears :) I’m betting solo power will be 1.Warrior, 2.Necro, 3.Druid, 4.Mage, 5+… those other classes. Yeah, I’m talking about people that can kill big mobs, not stab xp. If I hadn’t recently played a warrior to avatar, I’d be all about it.

I think druids have stronger advantages AND disadvantages than most other classes, hence which ever side of the argument your on, you can always make a pretty strong argument.

You talk about hp’s, ac, hit and damroll and it will be like viva la splorkie…

You can talk about mana efficiency… it’s sub below crap pets… costs of recasting spells that drop when your shifted… slow shifting… sub avatar blast power, spells and skills, how no other classes support shifted druids… it’s a just as strong when you make that argument. People who don’t shift would have no idea about these things.

The other classes are a lot more “median”, druids I think have sharper highs and sharper lows. Except if your Bard or Monk - then your probably just crap.


Would like to know if dam reduct shifts..? I think it should, it’s a core ability of the body, not a magical effect, it should translate. I know strike is shifting atm, but I’m lucky if I land 1/20.

Would be great at avatar if there was some way to cast enhancement stratum spells shifted… that would go a long way to address 200 mana reshifts.

The skill to rapid shift into other forms without returning that Judge made would be awesome too.

Judge did awesome work last time fixing about 20 druid bugs… there were some negatives and some positives… but most of all we weren’t so bugged… it was good work, and nice balance between ruining the game with nerfs and making it still fun for players. I hope he’s still around making improvements in the background.

Apologies if I’m repeating someone, but I just noticed the exiting new effect of the blindness spell. Whereas it originally did -4 hitroll/+4 AC (and later just -3 hitroll), it now does:

-1 hitroll / +1 AC.

So… yeah. For now go ahead and skip it. :)

How do you know that the blindess effect has changed?

I verified it.

Minstrel [DoW] (level: 40)

Levels: Bard [40], Druid [37], Cleric [23], Necromancer [13], Mage [10], Warrior [9], Monk [8], Thief [7],

Age: [20] years, Play Time: [10] days, [22] hours, [28] minutes.

Citizenship: [Settlestone], Alignment: [Neutral]

Hitpoints: [754/754], Mana: [423/423], Moves: [222/223]

[b:3vonj484]Armor Class: [-0.4], Hitroll: [2],[/b:3vonj484] Damage: [0]

You have 166,441 gold coins.

You have 43,117,130 unused experience points.

Str: [11], Int: [18], Wis: [18], Dex: [18], Con: [17]

Status: [Standing]

You are affected by the following spells:

Detect Invisible Infravision

Resist Fire Fluidity

Regeneration Nature’s Revival

<754hp 423ma 222mv>

tar minstrel

blt

Ok.

<754hp 418ma 223mv>

blt

Ok.

<754hp 415ma 223mv>

blt

Ok.

<754hp 412ma 223mv>

blt

Ok.

<754hp 409ma 223mv>

blt

Ok.

<754hp 406ma 223mv>

blt

You lost your concentration!

<754hp 406ma 223mv>

blt

Ok.

<754hp 403ma 223mv>

blt

Ok.

<754hp 400ma 223mv>

blt

Ok.

<754hp 398ma 223mv>

blt

Ok.

You have been blinded!

<754hp 402ma 223mv>

sc

Saving Minstrel.

Saving items.

<754hp 404ma 223mv>

Minstrel [DoW] (level: 40)

Levels: Bard [40], Druid [37], Cleric [23], Necromancer [13], Mage [10], Warrior [9], Monk [8], Thief [7],

Age: [20] years, Play Time: [10] days, [22] hours, [29] minutes.

Citizenship: [Settlestone], Alignment: [Neutral]

Hitpoints: [754/754], Mana: [405/423], Moves: [223/223]

[b:3vonj484]Armor Class: [0.6], Hitroll: [1][/b:3vonj484], Damage: [0]

You have 166,441 gold coins.

You have 43,117,130 unused experience points.

Str: [11], Int: [18], Wis: [18], Dex: [18], Con: [17]

Status: [Standing]

You are affected by the following spells:

Blindness Detect Invisible

Infravision Resist Fire

Fluidity Regeneration

Nature’s Revival

<754hp 405ma 223mv>

blesme

Ok.

You feel righteous.

<754hp 406ma 223mv>

sc

Saving Minstrel.

Saving items.

<754hp 409ma 223mv>

Minstrel [DoW] (level: 40)

Levels: Bard [40], Druid [37], Cleric [23], Necromancer [13], Mage [10], Warrior [9], Monk [8], Thief [7],

Age: [20] years, Play Time: [10] days, [22] hours, [29] minutes.

Citizenship: [Settlestone], Alignment: [Neutral]

Hitpoints: [754/754], Mana: [409/423], Moves: [223/223]

[b:3vonj484]Armor Class: [0.6], Hitroll: [2],[/b:3vonj484] Damage: [0]

You have 166,441 gold coins.

You have 43,117,130 unused experience points.

Str: [11], Int: [18], Wis: [18], Dex: [18], Con: [17]

Status: [Standing]

You are affected by the following spells:

Blindness Detect Invisible

Infravision Resist Fire

Fluidity Bless

Regeneration Nature’s Revival

A minor note. Blindness has a weaker affect on players with Blindfight, which is a Level 4 Monk skill. As Minstrel is Level 8, I would assume he already has it. So, the results may not be the same as if cast upon a mob.

I don’t have blindfight and its -1 +1.

Hate to tell you all this but your Wiedzmin forge is junk, it’s broke as hell so either fix it or remove it

I did test this out today and I’m not sure what happened for you but the portal at Simurgh did spawn for me like it should properly on charm.

Simurgh the phoenix starts following you.
<1129hp 566ma 393mv -% @15730>
[8:38 am] (indoors) -8 17087934998
taste food
You taste some plums.
You are no longer hungry.
Your stomach is full.
<1132hp 569ma 393mv -% @15730>
[8:41 am] (indoors) -8 17087934998
THERE IS A FLASH; A PORTAL OPENS OUT OF THE DEMONIC DREAM!

The portal is to Wide Gate so your solution to gate someone else closer is a good idea regardless I think.