Arman wrote:I am not clear from some of the comments on whether people have issues with the power of the quickness spell, or that it only is accessible at this point by one layman guild.
To me that is important to clarify. Will accessibility to such a spell through more layman guilds offering it resolve the perceived game imbalance, or will that essentially result in players only gravitating towards layman guilds with quickness benefits because the spell is perceived as overly beneficial?
You are in charge of balance, so it's really up to you to tell us if quickness is "fair" and "balanced", right? Those of us who know you as an unbiased wizard will believe you. Is quickness really balanced? Does Neidar benefit the same from having a layman guild that speeds up their specials by x% as a knight, or a calian? Or Angmar, who (historically) have been summarily denied access?
If an occupational guild offers quickness, is it balanced when their members join a layman guild that provides more? Or does it somehow "break" balance, resulting in overly skewed outcomes?
Like I wrote above (and like Alisa and anyone affiliated with the layman guild of topic will deny any knowledge of) - does EW guild fall outside of balance by simply offering significantly more caid, as well as uncalculated (?) caid than other layman guilds? I forget who wrote it previously on the forums, but roleplay isn't supposed to be part of balance, right?
I understand the naysayers here, really. It is natural to try and preserve the status quo if everyone else kills at 2x rate because of their occ guild and you kill at 2.5x - it makes people feel "elite".
And no, people don't just want access to quickness. Unburden goes quite nicely with that spell, due to game mechanics that make you much more tired when you move at an accelerated rate. Being able to heal yourself is quite nice too, in fact I had a small myth elementalist tell me before that he can solo-kill anything in genesis because of heals. And his shield spell. Just bring enough gems to a fight and you are set.
The problem is that you have this "overbalanced" layman(!) guild set insanely specific rules, thus, while being neutral on the face of it, being just a club for hand-picked few. No acceptance and teaming with: undeads, necromancers and Syrk. Apparently two of those three break the circle of life and one is just pure evil, you pick which ones are which
For the thick-headed people who argue about this and try to compare this with occupational guilds - this is a LAYMAN guild. The only layman guild with much more abilities than any other layman guild.
I will just leave this here from another thread:
cotillion wrote:
This together with a flaw in the tax calculation (basically higher combat aid is always better no matter what the tax is) means that it's likely we'll never have a better layman guild.