Player suggestions for Guilds

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Barbarian

Player Suggestions for Guilds
Guild Suggestor Category Suggestion Balance Notes
Barbarian Malkien Quality of Life Add darkvision to Owl form No balancing needed.
Barbarian Malkien Quality of Life Allow berserks and meditations to be individually ended 60 second hard cooldown on Famine and Volcano berserks.
Barbarian Malkien New Ability 1-slot metaspell called Wyvern form that adds a +Expertise boost to Dragon form. No balancing needed.
Barbarian Malkien New Ability 1-slot metaspell called Falcon form form that adds quick aim to first shot with Eagle form. No balancing needed.
Barbarian Malkien Ability Rebalance Add +Offhand to Dragon form to bring in line with Oath of the Firstborn. No balancing needed.
Barbarian Malkien Ability Rebalance Remove hard cooldown timer from Mana Torment roar. Barbarian roars' poor ability to ablate vs. willpower barriers and the voice pool system already balances the roar. Roar would be very niche even without hard timer, and abilities such as HULP have no such cooldown.
Barbarian Malkien Overall Guild Design Remove hard cap on number of forms and meditations that can be run simultaneously, or add masteries to expand the total number available. Significant balance repercussions. Will need to be evaluated by GMs.
Barbarian Malkien Quality of Life Fix Staunch/Dispel meditations so they are truly "free." They currently do not check number of active meditations (i.e. they bypass the meditation limit) but then count as an active meditation themselves. No balancing needed.
Barbarian Malkien Ability Rebalance Redesign CHOKE as a Barbarian-only grappling ACM. Need for grapple and built-in ACM cooldown should be sufficient balance.
Barbarian Rakkor Ability Rebalance Increase damage mitigation on Tenacity Tenacity is a purposefully weak ability, balanced around mitigation from Volcano. Volcano has been nerfed. Tenacity should be brought in line with other middle-of-the-pack barriers.
Barbarian Rakkor Ability Rebalance Increase damage mitigation on Toad Toad is a purposefully weak ability, balanced around mitigation from Volcano. Volcano has been nerfed. Toad should be brought in line with other middle-of-the-pack barriers.
Barbarian Sekmeht Ability Messaging Remove the fluffy messaging during a berserk, but leave the start/end messaging Way too much messaging when you are running all berserks at the same time and impacts RP (Drooling...etc. in serious situations and during speeches).

Bard

Player Suggestions for Guilds
Guild Suggestor Category Suggestion Balance Notes
Bard Rakkor Spell Update DALU - Change contest from mind/willpower to contesting /fortitude Bards need a Debil that does not contest /willpower. DALU is the obvious choice.
Bard Tambellis Spell Rebalance Remove the ability for the Naga to turn and engage the Bard in BTN. No balancing needed.
Bard Tambellis Spell Rebalance Change DEMA from Magic/Fort to Spirit/Fort OR Spirit/Reflex. Change the description or nature of the spell to more spirit based, like Grizzly Claws, if need be. The current difficult position of Charm makes stat splits much more punishing for a Bard. Instead of using Magic for a potentially extremely useful Debuff, which shares no assistance from Charisma, utilize the contest Spirit, which makes use of Charisma at least in the secondary stat.
Bard Tambellis Spell Rebalance Completely redesign GJ. Make it a pulsing Charm vs. Willpower which attempts to dispel 1 opponent spell each pulse. Call it something completely different if needed for Lore purposes. Will need to be evaluated.
Bard Tambellis Spell Rebalance Consolidate HODI and BOTF into 1 single spell. Increase spell slot cost to 3.
Bard Tambellis Spell Rebalance Increase the maximum sleep duration for DALU from the current maximum of 5 seconds. The spell does a lot, but has an incredibly long pulse timing of 16 seconds and takes 3 pulses to reach maximum effect. With diminishing returns, the sleep effect should have a longer duration.
Bard Tambellis Ability Rebalance Significantly increase the damage of Scream Concussive. Make it armor piercing, unable to be parried, impact damage weighted. Make it Charm vs. Reflex if needed. Possibly change cooldown RT.
Bard Tambellis Ability Rebalance Change the function of Scream Dissonance. Charm vs. Fort stun, disarm, head damage somewhat similar to mental blast. Possibly change cooldown RT.
Bard Tambellis Ability Rebalance Remove the -DISC for Bluff Amaze. Increase bonus to Charisma to +20%. Increase duration to a maximum of 40 minutes. No balancing needed.
Bard Tambellis Ability Rebalance Change Bluff Distract from a one time hiding bonus to a Charm vs. Reflex contest to lower an opponents Parry skill by up to -20%. This makes it more like a cool 'feint' and makes more sense for a weapon secondary Guild compared to survival tertiary. Length of duration will need to be evaluated.
Bard Tambellis Quality of Life Vastly increase the Inspiration pool, or vastly increase the rate of it's natural regen. No balancing needed.
Bard Tambellis Quality of Life Inform us of what Bluff Dodge actually does. If it reduces or offensive factor, at least let us know what the range is. No balancing needed.
Bard Tambellis Attribute Rebalance Increase the benefit Charisma over 100 gives to the abilities fueled by Mojo, such as Segue, Screams, and Bluffs. At the moment, going from 100 Charisma to 150 Charisma results in a 10% increase to the utilization of abilities such as Screams and Playact. Meanwhile, going from 10 Charisma to 100 Charisma results in an over 300% increase. With such a titanic investment in Charisma, an increase in the value Charisma provides not only to the power of these skills, but to the amount they can be used should be adjusted.

Cleric

Player Suggestions for Guilds
Guild Suggestor Category Suggestion Balance Notes
Cleric Rakkor Spell Rebalance Remove 4th pulse from capped AE cast. In a post barrier review world where everyone is squishier, the top end damage of AE needs to be toned down as a first of potentially several measures.

Empath

Player Suggestions for Guilds
Guild Suggestor Category Suggestion Balance Notes
Empath SPICYDIAPSID Expansion of Existing System Expand the existing Manipulate system with additional functionality, such as also viewing anyone the Empath has a Link with as a friend. Manipulate is an thematically interesting ability that could extend well for group contexts. It would need global limits, timeouts, and learning cooldowns with the suggested expansion.
Empath Kythryn Expansion of Existing System Expand the existing Manipulate system with EXTENDED, QUICK and CAREFUL options. Offer an EXTENDED option what would let the manipulated creature stay linked even in a different room (possible multiple rooms away with advanced Empathy skill) with an increase to Empathy skill learned, a QUICK version for a reduced or removed RT but reduced Empathy skill and a CAREFUL option for an added bonus to success (if you are just under the natural cap to succeed) but with an increased RT.
Empath Kythryn Expansion of Existing System Update PERCIEVE HEALTH to sense birds in the area; new MANIPULATE MESSANGER creating a "homing pigeon" system Update the PERCIEVE HEALTH system to show different bird types (maybe specific to an area, like kestrels in Horse Clan, seagulls near the ocean, etc.), which would become the basis for a new Manipulate that the Empath could use to temporarily tame the bird to carry a piece of paper, small item, etc. when directed to a target/person. Each bird type could have different pros & cons (ie. shorter distance but can carry more weight, faster but carries less weight, etc.). With enough Empathy skill, the bird would also wait for a short amount of time at the target and would return to the Empath carrying an item as well.
Empath Akeiro Spell Rebalancing Update FoC to interact with ADC, allowing a fully healed empath to store a high-mana FoC to "activate" later at a time of their choosing. Current FoC sees extremely limited use from high level empaths as it's rare that heal and regenerate are not stripping wounds almost as fast as they can come in, this would give this spell strong utility for setting up a one-time activated strong heal.

Moon Mage

Player Suggestions for Guilds
Guild Suggestor Category Suggestion Balance Notes
Moon Mage Rakkor Spell Rebalance Remove 3rd meta tier, capping accuracy and damage at second meta tier RE: Burn and IFL Since the inception of Iyqaromos Fire-Lens, Burn has not been a spell in their arsenal, it has been the spell in their arsenal. In a post barrier review world where everyone is squishier, the top end damage of a full-strength IFL-empowered Burn needs to be toned down.
Moon Mage SPICYDIAPSID Spell Rebalance Roll the effects of Shape Moonblade into Moonblade. Leave Moonblade at 1 spell slot. Curreny Shape Moonblade genuinely feels as though it should be a part of the base spell or that it should do something more substantial a la Empower Moonblade.

Necromancer

Player Suggestions for Guilds
Guild Suggestor Category Suggestion Balance Notes
Necromancer - - -

Paladin

Player Suggestions for Guilds
Guild Suggestor Category Suggestion Balance Notes
Paladin Vanzok Spell Update Change CRC to standard duration, standard prep spell. This would allow it to stay up through a typical Paladin fight without needing to recast, and would allow more than 4 uses against a given target with a cast. No notes.
Paladin Vanzok Spell Update Change CRC contest to Mind or Spirit vs. While I'd prefer it to not be vs. Will, it's at least justifiable to use it if it's on a shared contest with our other options. Right now it's our only Charm contest, which has... some overlap with our Spirit contest, sorta. No notes. Uptick in use likely, but CRC already has considerable use limitations in the form of cooldowns on use and on target.
Paladin Vanzok New Spell As a metaspell or new spell, give us a ranged weapon buff. Ideally HT at a minimum, certainly doesn't have to be all. I can see something thematic along the lines of HT and Xbow, but tossing LT in would be nice from a balance perspective. Revisit the reason our ranged buff got pulled post 3.x, since I think that was a thing that happened, aye?
Paladin Vanzok Ability redesign Remove the 100 rank cap and the degradation on Glyph of Light, making it a bog-standard 20% buff. Can scale off Conviction if desired. If removing decay is too much an ask, make it refreshable. None needed. Anyone who wants a 20% can get it by 400 ranks in Sorcery with a runestone, this just makes it native for people who don't wanna do sorcery for fluff reasons.
Paladin Vanzok Spell Update Change Shatter to be a -DF, not a -Shield. Shield is rarely, if ever stanced by experienced opponents in PvP, and is rarely effective against creature. -Shield does nothing if opponent isn't stanced into Shield, for melee attacks. Changing to -DF makes it useful against any opponent. Paladin-only effect of stripping shield to 0 should probably go, but could allow shield-strip exclusively for ranged attacks without busting anything too bad, as that invokes regular ranged DFA mechanics instead of risking one-shots or null effect like melee does.
Paladin Vanzok Ability redesign Make Glyph of Bonding a dispel resistance. Options include "Negate any dispel at cost of Soul Pool per incoming dispel", "Make a number of spells undispellable for a duration", "Spell seal anyone who throws a successful dispel at you", or others. GoB currently does literally nothing, but "Bonding" spells thematically fits and fills a niche. Might be better to address dispels at the source instead of giving guilds a band-aid. Dispel protection would require we not get anything that "must" be dispelled, a la old barrier stacking. Should only apply to native spells.
Paladin Vanzok Ability redesign Make Protect Self consistent. Right now it's a mystery box that sometimes works, sometimes doesn't, and has hefty costs. Update it, or at least reveal what it does, how, etc. Minimal concerns. Most escape/anti-CC options or other "emergency buttons" are already clear, consistent, and easily understood - see Khri Vanish, Scream Defiance, etc.
Paladin Vanzok (full credit Warbrolus) Spell redesign Make AG be spell duration pause + dispel protection for the last 5 native buffs cast by the Paladin. Should be mutually exclusive with Glyph of Bonding providing dispel protection. Retain the favor cost, and give it at least 90 minute duration at max cast, per normal ritual duration. Might be better to address dispels at the source instead of giving guilds a band-aid. Dispel protection would require we not get anything that "must" be dispelled, a la old barrier stacking. Native spells only is thematic and prevents out-of-guild shenanigans.
Paladin Vanzok Spell redesign Turn Soldier's Prayer into a two-way, signature, non-ablative anti-sorcery integrity barrier, strong enough at max cast to prevent any sorcery - including cross-realm - from being cast by or on the Paladin, barring RoF. Should also strip any active, non-Holy spell effects on the Paladin while in use. Possible this could be a Glyph of Bonding rework instead, but Soldier's Prayer needs some love. Restricting options generally has less balance concerns, though this would certainly upset the PvP meta and its abiding love of grabbing DF/IP out-of-mana (including by Paladins.)
Paladin Vanzok Spell redesign If not the above, turn Soldier's Prayer into a battle-duration, battle-prep spell, preferably with a lower mana cost. Minimal. Even if it only costs 50, and a Paladin devotes all their prep time to using it, and is only fighting one opponent, they'll still run out of mana first due to tertiary attunement, so it wouldn't be total spell protection. It would simply make it viable to recast mid-fight.
Paladin Vanzok (credit Warbrolus) Spell redesign Make Bond Armaments buff shield's weapon stats based on potency and shield weight, sufficient to make SLAM a viable option with shields. Ideally include an effective FOI stat, but unsure of technical feasability. Minimal.
Paladin Vanzok Spell redesign Make Hands of Justice an anti-stealth tool, rather than an anti-theft tool. Options include reflexively unhiding stealthers engaged with you, a Revelation-style effect letting us use Conviction instead of Perception against individuals who have struck us from stealth recently, or others. Depends on implementation.

Ranger

Player Suggestions for Guilds
Guild Suggestor Category Suggestion Balance Notes
Ranger Rakkor New Spell New meta spell (1 slot) that allows you to select which element SK converts physical damage to N/A
Ranger Rakkor Quality of Life Provide messaging for when SK is able to be used against same target again. No balancing needed.
Ranger Rakkor Quality of Life Reduce time-to-track target by skill in Scouting, ultimately achieving pre-change "instant" tracking time. No balancing needed.
Ranger Xelten Spell Update Reduce Syamelyo Kuniyo spell slot cost. Overpriced for its utility.
Ranger Xelten Spell Update "Cast Plague" option for Awaken Forest to directly produce plague spawn if PLS is known. N/A
Ranger Xelten Spell Update Make Bear Strength a normal buff, move status protection to new battle spell, adjust slot cost. Unnecessary holdover from Held Mana spell system.
Ranger Xelten Spell Update Give Carrion Call bonus damage/effects against corporeal undead if Plague of Scavengers is known, a la old PLS. N/A
Ranger Xelten Spell Update Make Carrion Call Area of Effect. Ranger TM spells lack variety.
Ranger Xelten Spell Update Make Devitalize DFA (ignore evasion, only block?), target vitality directly. Ranger TM spells lack variety / targeting fatigue is a poor effect.
Ranger Xelten Spell Update Add meta spell for Essence of Yew to choose one strong SvS resistance instead of weak omni resist. Add adaptability to jack-of-all guild.
Ranger Xelten Spell Update Add meta spell to provide Targeted Magic buff to See the Wind N/A
Ranger Xelten Spell Update Add toggle on/off to 3rd party cast messaging for Oath of the Firstborn. Actual oath doesn't seem to matter but can be OOC for the character Currently based only on race.
Ranger Xelten Spell Update Add nerve poison to Harawep's Bonds. Underpowered spell, previously had poison - nerve damage is immune to SvS damage ban.
Ranger Xelten New Spell Boost to Parry and Shield skills. Improve defense of defense-heavy guild.
Ranger Xelten Beseech Update Change Beseech Wind to Refresh to long duration pulsing effect. Currently has no value.
Ranger Xelten Beseech Update Quadruple duration and reduce activation time for Beseech Elanthia to Petrify. Currently has limited value.
Ranger Xelten Beseech Update Beseech Dark to Sing - add passive spot, toggle off 3rd party messaging or reduce spam, remove stun/prone at end, allow use when not already in dark area. Overly punishing for limited utility.
Ranger Xelten Beseech Update Beseech Elanthia to Cradle - remove environmental restrictions N/A
Ranger Xelten Quality of Life Add "Perceive Nature" or similar ability - brief RT to sense current bonus level and nature level of the room in greater detail without requiring howling and pacing. N/A
Ranger Xelten Quality of Life Increase Scouting experience from HUNT action. N/A
Ranger Xelten Quality of Life Increase accuracy and damage of CLAW while Claws of the Cougar is active. The spell is supposed to provide claws to increase damage, but they do not perform as well as PUNCH.
Ranger Xelten Quality of Life Allow Rangers to sense when another Ranger uses Scout Awareness or a Thief uses Mark against them. Paladins and Thieves can sense a Scout, but Rangers can't sense a Scout or Mark.
Ranger Hanryu Quality of Life Speed up trails. They're currently so much slower than manually walking they aren't worth using. N/A
Ranger Hanryu Quality of Life Revisit trail exp. It is almost impossible to train scouting to cap with trails. N/A
Ranger Hanryu Quality of Life Limited number of perma-tacks. Spouse for sure. Others maybe? Scales with rangering ranks. potential, but tracking is so limited it is unlikely
Ranger Hanryu Quality of Life Scout Guild-Go trail: respects barriers, but can always track to the nearest guild potential, but tracking is so limited it is unlikely
Ranger Hanryu Guild Focus The name SCOUTING holds the skill back. Rename to something else (Naturalism?) N/A
Ranger Webba80 Beseech Update Beseech Refresh boosts vitatily regen potential influence on blance due to vit shield
Ranger Webba80 Beseech Update Beseech seal to give same chance to keep scrolls as a raise. Death mechnics and scrolls are a touchy subject
Ranger Webba80 Spell Update Compost to AP@0 slots Everyone can be elanthia's janitor
Ranger Webba80 Spell Update AP-Compost + metaspell 1slot enhances wilderness level of area ??
Ranger Webba80 Spell Update AP-Compost + metaspell 1slot raise life mana in area ??

Thief

Player Suggestions for Guilds
Guild Suggestor Category Suggestion Balance Notes
Thief - - -

Trader

Player Suggestions for Guilds
Guild Suggestor Category Suggestion Balance Notes
Trader Rakkor Spell Update Add a 1 slot, bog standard reactor that protects against both Physical and Elemental Their current reactors are useless for PvP purposes, but are great in PvE. Rather than continue to tweak TRC and IR and unbalance them in PvE, a new spell should be added to handle the PvP gap. See submission from the "Design a Spell" contest at Simucon.
Trader Malkien New Spell Single-target hard CC spell (stun, immobilize, or stun/unconscious). Traders completely lack reliable CC outside of speculate coin, which has many limitations. A spell-based option would be a huge boon.
Trader Malkien New Spell Target magic training spell that does not consume Starlight Aura. Non-sorcerous training options that don't consume SLA would make young Traders much easier.
Trader Malkien New Spell SvS protection spell, suggested ablative barrier vs. reflex or vs. fortitude. Traders don't have much native SvS protection. A moderate-powered SvS barrier that contests one of the three defenses would be useful, particularly a vs. fortitude or vs. reflex barrier (no one outside Barbarians currently has a vs. reflex barrier).
Trader Malkien Overall Guild Design Review contests of current (and upcoming) SvS abilities to provide consistency in offensive contest selection. Traders only have three native debil abilities and they are all different contests (magic, spirit, and finesse). I would personally suggest Trader spells lean hard into the charm contest to give their guild magic a unique flavor outside of bog-standard magic and mind contests.

Warrior Mage

Player Suggestions for Guilds
Guild Suggestor Category Suggestion Balance Notes
Warrior Mage Rakkor Spell Update Add a 1 slot, bog standard reactor that protects against both Physical and Elemental Like other unique barriers, GI continues to be troublesome to balance. A repeat hit to the same area in X number of seconds can be devastating, but those same hits spaced out over a protracted period of time are inconsequential. Rather than continue to tweak GI and unbalance it for PvE, a new spell should be added to handle the PvP gap.
Warrior Mage Rakkor Spell Update 3% damage reduction to Lightning Bolt Lightning Bolt continues to perform slightly too well in the post barrier review reality. Pure elemental damage spells are really strong, especially with the frequency that the spell can be targeted when used by a Warrior Mage with Pathway Quickness. A minor damage tweak is needed. - This is false. Lightning bolt hits single target TM damage caps. It does the exact same damage as non DFA spells after testing multiple spells against capped defenses. Also, pathway Quickness is a 1 second reduction of target time.
Warrior Mage Jeffe Spell Update Make PW Precastable PW needing to be targeted removed the usefullness of the spell. The 10 seconds it takes to target to push or pull back against an at level opponnent is better served targeted a damage spell. Allow PW to be precast and add a cool down between uses.
Warrior Mage Jeffe Spell Update Rework YS Armor rank buffs serve no purpose after hitting hinderance cap. This spell was on the block for a rework years ago then fell off the radar. Suggest a slight reduction to armor hinderance, or make it a reactor to allow for auto stand.
Warrior Mage Jeffe Rework Pathways Pathways, other than quickness, serve no purpose once spells can be cast at cap mana.
Warrior Mage Jeffe Spell Update ES ES only protects against elemental damage. increase the damage mitigation since it cost a barrier slot and performs at par or slightly less than other 1 slot barriers that provide more mitigation to both physical and elemental.
Warrior Mage Jeffe Spell Update Shockwave Improve the knock back/out of room function of the spell. It already has subpar damage and needs a long target time since it is a AOE. Current the spell's utility does very little at cap.
Warrior Mage Jeffe Spell Update Chain Lightning Either bring back the multi strike capability of the spell or include nerve damage again. Most if not all AOEs dont have enough DPS or utility to justify the long target times.
Warrior Mage Jeffe Rework Pathway Barrage Should be on par with current ACMS as far as amplified damage and accuracy goes. Current damage bonus/accuracy bonuses are not noticeable or measurable in testing vs just casting the spell and then immediately attacking with a weapon. Increase the charge cost to perform to compensate.

All Guilds & Commoners

Player Suggestions for Guilds
Guild Suggestor Category Suggestion Balance Notes
All Guilds Rakkor Quality of Life Update AIM functionality to both load and aim a held aimed weapon in the same manner that TARGET both preps and “aims” a targeted magic spell at a hostile. Allows AIMed weapons to be viable in PvP.
All Guilds Rakkor Quality of Life Vitality protection added to all guild spellbook reactors in a non-stacking fashion By adding the vitality protection to all guild spellbook reactors, this will increase build diversity and allow for additional experimentation and optimization. Note, running more than one guild spellbook reactor will not double the vitality protection, it is hard capped at 10%.
All Guilds Tambellis Spell/Ability Expansion Add more "Charm" abilities and Spells. At the moment, Charm (and Charisma) is in a terrible state. There are only 8 Charm based spells, and only 3 Charm based abilties. Charisma is the ONLY stat not used in any defensive contests and is the only Attacking Contest with 0 spells that are hard CC and castable (not cyclic) and not a 'calm', and of the 8 Charm based spells 5 are signature.
All Guilds Malkien Overall Game Balance Cooldown or Diminishing Return on Spell Seal/Ward Strips Despite being more penalizing then effects like stun and immobilize, spell seal functions like Huldah's Pall and ward/buff strip functions like Ward Break or Rend lack any form of cooldown or diminishing returns. These effects warp the entire metagame around them, and the need to protect against them render entire builds (such as Bard charm builds or Barbarian fear builds) non-viable. Giving them diminishing returns would go a long way towards balancing this.
All Guilds Malkien Overall Game Balance Diversify Allocation of SvS Stats and Contests The dominance of magic/mind contests and the double-dipping allowed in the mental stats for vs. willpower (by far the most common contest) stifle ability to make off-meta builds. Combined with the spell seal/ward strip spells all being vs. willpower and the problem is compounded. Suggest switching some contests (such as making vs. willpower Charisma/Wisdom/Discipline) and evaluating the contest of 1-2 abilities per guild should help with diversity of viable stat allocation.
All Guilds Vanzok Overall Game Balance Make Defense-Ignoring abilities, including Ranged, no longer ignore, but instead penalize the defense(s) previously ignored, based on Armor skillset placement. Could also make it a Defending contest, as originally suggested by Kodius - https://elanthipedia.play.net/Post:Autostance_-_01/16/2014_-_00:32 - but not implemented. Right now DFA is king, and backstab/shatter/Eliminate risk one-shotting people who don't know what they're doing and are stanced Shield. This would help offset both of those.