Shhh I'm not here
Adept
Re: Ritual System Update Discussion!
I'm a little both amazed and amused that this has somehow turned into some kind of power comparison between celestialists in a Golem and earth templars or earth ritualists. I find the whole comparison a little absurd, but I'm going to jump in with a few quick points.
1) The new golems are I think clearly less broken then before. And if there are some people going slack jawed looking at the list of possible abilities and natural immunities, it may well be that many of those people don't quite know how Golems were statted before. Not everyone was privy to those details, and it was ugly. However, to say that Golems are less broken now does not mean that they are not still broken. And I'm not actually saying they are as yet. What to my mind made Golems so broken before was the need to stat a BBG, or really an entire wave battle, around their presence on the field. One templar or caster in a golem completely nullified the actual APL, he was the **** in class who constantly threw off the bell curve. This of course amplified the power creep/gap issues to the nth degree when they were around. Looking at their new stats I don't think we'll have quite that same level of problem anymore. But I reserve judgment, and will wait to see how this plays out in the field and how their presence affects monster statting moving forward. That to me was always the issue, not whether or not they could do cool stuff compared to my earth guy.
2) I think comparing combat ability between earth templars/scholars and a celestial in a golem is just inane. Celestial is the offensive oriented school of magic, Earth is protective. However, what I do think is important is that Golems give celestialists something to strive for. It gives them a distinct goal to work toward, accomplish, and then break out on the field with **** eating grin on their face. And I do wish Earth mages had something like that to pursue. As earth magic stands now, an earth caster can do pretty much all he'll be able to do once he gets into his teens. Sure he'll be able to more and more of it as he grows, but really once he gets his 9th level spells and a few levels of rit, there is nothing new coming his way. He's got the toys he's going to get, and from then on its just stacking up the quantity. I don't think just ripping off celesitials and giving them an "earth golem" is a good idea. But something for them to build toward and accomplish is always a good thing. In my mind it would be something counter to the transformation of undeath. Some kind of greater communion through which for a short time they become of font of healing and life energy. What kind of mechanic that would take, I have no idea.
and
3) Can we get away from this whole Earth shouldn't have any damage or give Celestial heals please. No, celestial does not have "heals". But they certainly do have a fair number of defenses and protectives. Should we take those all away so that Earth casters stay special? I don't think so, I think that would suck. Likewise, I don't think its unfair to say earth casters should have some kind of offensive ability. Our game after all is very, very combat oriented. And it's a little irksome that earth magic is structured in such a way that they can't always participate as much as other classes. And when I say offesnive ability I do not necessarily mean damage. What I have been predominantly arguing for in the earth magic thread is for their utility/cc abilities to scale better so they remain effective to at least some degree throughout all levels. Earth magic is an all or nothing game right now. But as far as giving them actual damage goes, most of the suggestions I've seen (and have made) are to give them a small damage option as a High Magic ability. High Magic to me is a very distinct and limited sub-sytem, and would hardly turn Earth casters into an offensive class. Given the requisites and costs of High Magic abilities, and the other options Earth mages have to choose from there, I don't think giving them a High Magic damage option could ever lessen the role of celestialists in our game or on the battlefield.
I'm a little both amazed and amused that this has somehow turned into some kind of power comparison between celestialists in a Golem and earth templars or earth ritualists. I find the whole comparison a little absurd, but I'm going to jump in with a few quick points.
1) The new golems are I think clearly less broken then before. And if there are some people going slack jawed looking at the list of possible abilities and natural immunities, it may well be that many of those people don't quite know how Golems were statted before. Not everyone was privy to those details, and it was ugly. However, to say that Golems are less broken now does not mean that they are not still broken. And I'm not actually saying they are as yet. What to my mind made Golems so broken before was the need to stat a BBG, or really an entire wave battle, around their presence on the field. One templar or caster in a golem completely nullified the actual APL, he was the **** in class who constantly threw off the bell curve. This of course amplified the power creep/gap issues to the nth degree when they were around. Looking at their new stats I don't think we'll have quite that same level of problem anymore. But I reserve judgment, and will wait to see how this plays out in the field and how their presence affects monster statting moving forward. That to me was always the issue, not whether or not they could do cool stuff compared to my earth guy.
2) I think comparing combat ability between earth templars/scholars and a celestial in a golem is just inane. Celestial is the offensive oriented school of magic, Earth is protective. However, what I do think is important is that Golems give celestialists something to strive for. It gives them a distinct goal to work toward, accomplish, and then break out on the field with **** eating grin on their face. And I do wish Earth mages had something like that to pursue. As earth magic stands now, an earth caster can do pretty much all he'll be able to do once he gets into his teens. Sure he'll be able to more and more of it as he grows, but really once he gets his 9th level spells and a few levels of rit, there is nothing new coming his way. He's got the toys he's going to get, and from then on its just stacking up the quantity. I don't think just ripping off celesitials and giving them an "earth golem" is a good idea. But something for them to build toward and accomplish is always a good thing. In my mind it would be something counter to the transformation of undeath. Some kind of greater communion through which for a short time they become of font of healing and life energy. What kind of mechanic that would take, I have no idea.
and
3) Can we get away from this whole Earth shouldn't have any damage or give Celestial heals please. No, celestial does not have "heals". But they certainly do have a fair number of defenses and protectives. Should we take those all away so that Earth casters stay special? I don't think so, I think that would suck. Likewise, I don't think its unfair to say earth casters should have some kind of offensive ability. Our game after all is very, very combat oriented. And it's a little irksome that earth magic is structured in such a way that they can't always participate as much as other classes. And when I say offesnive ability I do not necessarily mean damage. What I have been predominantly arguing for in the earth magic thread is for their utility/cc abilities to scale better so they remain effective to at least some degree throughout all levels. Earth magic is an all or nothing game right now. But as far as giving them actual damage goes, most of the suggestions I've seen (and have made) are to give them a small damage option as a High Magic ability. High Magic to me is a very distinct and limited sub-sytem, and would hardly turn Earth casters into an offensive class. Given the requisites and costs of High Magic abilities, and the other options Earth mages have to choose from there, I don't think giving them a High Magic damage option could ever lessen the role of celestialists in our game or on the battlefield.