Tantarus
Virtuoso
There are some changes I really like in this one. In no particular order.
Life fixing Corrupt and Create undead seems great to me. I really think this one is change that is needed and balances out corrupt well.
No more paragons/ritual use points. Paragons seemed like a nightmare to balance and not sad to see another resource to track not get added.
Mettle, a new and interesting new fighter skill. I really want to see this one in playtest, I kinda think it should be default 3 secs not 10.
Bleeding out over dying, seems fine. Minor but helpful quality of life change.
Build and XP being simplified, this is great!
Ritual cap of 60 rits. This is great, 40 would have been better but this is a good start. And will hopefully help tone things down.
Magic item Duration change, this seems fantastic as a casual player. I have taken breaks before and come back with most my items expired. I really really like this change.
Fixing the choose a flaw abuse in rituals is also great. Tired of seeing people basically immune to 3 of the 4 elements.
Removing Terror is great and long over do. A very unfun ability.
And some things I am so so on. In no particular order.
Changing how races get bonus or penalty hp seems good, but the cost of hearty seems high to the point of making it very rare to take.
Spell Parry, I have mixed feelings on this one. Allowing everyone to use them feels like it becomes a default ritual of choice for weapons, everyone will want a few if they hold a weapon. Making you have to mediate between use feels really bad for fighters/templars. Having played melee most my years spell parries have been my life blood. Not really thrilled with the idea of having to reset armor and spell parry during combats all the time. Is alot of time spent kneeling and not fighting. Overall just feels like another fighter nerf.
This is a nitpick but still, "Warrior's Incantation" feels like it needs a name change as it is only usable if you can memorize spells, not very warriorish.
No more Meewee nickname! Gasp!
Relics... While I am glad earth finally get something to mirror a wand. This is just not thrilling. It is no where near what a wand is. A wand gives you dozens of more packets to throw in a day. This lets you save a spell by RPing for a min. Added in with refitting armor and rituals like spell parry... That is a lot of time RPing mid fight. Why not reduce the number of charges by a factor of 10 and make it a 3 count instead. At least it would fill useful in combat then?
I realize that the owners vision of earth is not as combat class or even really undead killers (earthstorm does the same damage to undead as magic storm, for instance). They see them as people that stand in the back and just heal it seems. I just don't understand that mindset. These changes to earth just further enforces that narrative. That said, we have a dozen threads on that already. I will leave it at that.
Over all this rules seems a lot more polished then last time around and I feel like a lot closer to actually going live at some point. I look forward to the magic item nerfs most of all and hopefully scaling down of the game. I do fear the fighter nerfs are too aggressive and we will be in a caster world soon. Bring on the Playtests!
Those are my first impressions, what are yours?
Life fixing Corrupt and Create undead seems great to me. I really think this one is change that is needed and balances out corrupt well.
No more paragons/ritual use points. Paragons seemed like a nightmare to balance and not sad to see another resource to track not get added.
Mettle, a new and interesting new fighter skill. I really want to see this one in playtest, I kinda think it should be default 3 secs not 10.
Bleeding out over dying, seems fine. Minor but helpful quality of life change.
Build and XP being simplified, this is great!
Ritual cap of 60 rits. This is great, 40 would have been better but this is a good start. And will hopefully help tone things down.
Magic item Duration change, this seems fantastic as a casual player. I have taken breaks before and come back with most my items expired. I really really like this change.
Fixing the choose a flaw abuse in rituals is also great. Tired of seeing people basically immune to 3 of the 4 elements.
Removing Terror is great and long over do. A very unfun ability.
And some things I am so so on. In no particular order.
Changing how races get bonus or penalty hp seems good, but the cost of hearty seems high to the point of making it very rare to take.
Spell Parry, I have mixed feelings on this one. Allowing everyone to use them feels like it becomes a default ritual of choice for weapons, everyone will want a few if they hold a weapon. Making you have to mediate between use feels really bad for fighters/templars. Having played melee most my years spell parries have been my life blood. Not really thrilled with the idea of having to reset armor and spell parry during combats all the time. Is alot of time spent kneeling and not fighting. Overall just feels like another fighter nerf.
This is a nitpick but still, "Warrior's Incantation" feels like it needs a name change as it is only usable if you can memorize spells, not very warriorish.
No more Meewee nickname! Gasp!
Relics... While I am glad earth finally get something to mirror a wand. This is just not thrilling. It is no where near what a wand is. A wand gives you dozens of more packets to throw in a day. This lets you save a spell by RPing for a min. Added in with refitting armor and rituals like spell parry... That is a lot of time RPing mid fight. Why not reduce the number of charges by a factor of 10 and make it a 3 count instead. At least it would fill useful in combat then?
I realize that the owners vision of earth is not as combat class or even really undead killers (earthstorm does the same damage to undead as magic storm, for instance). They see them as people that stand in the back and just heal it seems. I just don't understand that mindset. These changes to earth just further enforces that narrative. That said, we have a dozen threads on that already. I will leave it at that.
Over all this rules seems a lot more polished then last time around and I feel like a lot closer to actually going live at some point. I look forward to the magic item nerfs most of all and hopefully scaling down of the game. I do fear the fighter nerfs are too aggressive and we will be in a caster world soon. Bring on the Playtests!
Those are my first impressions, what are yours?