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You shouldn't have skill acid blast (reward of 243 quest points) skill at 81%
You shouldn't have skill blindness (reward of 255 quest points) skill at 85%
You shouldn't have skill cancellation (reward of 246 quest points) skill at 82%
You shouldn't have skill curse (reward of 231 quest points) skill at 77%
You shouldn't have skill faerie fire (reward of 234 quest points) skill at 78%
You shouldn't have skill faerie fog (reward of 225 quest points) skill at 75%
You shouldn't have skill possess (reward of 225 quest points) skill at 75%
You shouldn't have skill gate (reward of 240 quest points) skill at 80%
You shouldn't have skill locate object (reward of 240 quest points) skill at 80%
You shouldn't have skill counterspell (reward of 225 quest points) skill at 75%
You shouldn't have skill mass invis (reward of 225 quest points) skill at 75%
You shouldn't have skill nexus (reward of 225 quest points) skill at 75%
You shouldn't have skill web (reward of 228 quest points) skill at 76%
You shouldn't have skill plague (reward of 225 quest points) skill at 75%
You shouldn't have skill poison (reward of 231 quest points) skill at 77%
You shouldn't have skill sleep (reward of 225 quest points) skill at 75%
You shouldn't have skill slow (reward of 228 quest points) skill at 76%
You shouldn't have skill weaken (reward of 246 quest points) skill at 82%
You shouldn't have skill shield block (reward of 258 quest points) skill at 86%
You shouldn't have skill disarm (reward of 261 quest points) skill at 87%
You shouldn't have skill rescue (reward of 297 quest points) skill at 99%
You shouldn't have skill haggle (reward of 246 quest points) skill at 82%
You shouldn't have skill pick lock (reward of 240 quest points) skill at 80%
You shouldn't have skill dual wield (reward of 300 quest points) skill at Master
I'm a bit unhappy with the loss of these 24 skills and spells. I am confused about the reason for the change, as I feel it does more harm than good, especially when looking at my case specifically. Blindness, web, faerie fire, curse, slow, and cancelation are all spells I use to protect myself in pvp. The dual wield skill I value highly, as I have always imagined Pravus wielding two weapons. It's part of his style, and I think losing it would be detrimental to the RP aspects of my character. I would like to know what everyone else thinks about this change, oldskool or new, and if oldskool, what skills/spells are you losing.
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I got Dispel Good, Weaken and Stone Skin taken away. Nothing big but if I was around long enough ago to get them to begin with I think I should be able to keep them as long as they are not a huge disadvantage to other players in the game. :P *pokes Ertai*
Seriously though if I was in you situation Pravus I would be a little upset especially if they are taking away spells that people heavily depend upon for protection as you said in PvP or even just spells that help immensly in mob fights. I think if they are going to take spells away they should at least give you a better trade-off then qp. I don't know what though. Speaking of which I never got anything for the spells I had jacked :)
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Eh, welcome to the club. I've already made an alt to get the skills and spells I need to survive.
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I thought about it a little more and I think that if you are still able to get the spells by going different paths but you got them cause you are an older character and received them because the class got them back then you should be able to keep them. I could see it being taken away though if it was something like *spellA* that is an older spell and does tons of damage that you can't get anymore being taken away but not spells/skills that are still available to the game.
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You shouldn't have skill blindness (reward of 243 quest points)81%
You shouldn't have skill cancellation (reward of 228 quest points)
You shouldn't have skill curse (reward of 270 quest points)
You shouldn't have skill demonfire (reward of 225 quest points)
You shouldn't have skill faerie fire (reward of 234 quest points)
You shouldn't have skill faerie fog (reward of 225 quest points)
You shouldn't have skill possess (reward of 228 quest points)
You shouldn't have skill frenzy (reward of 252 quest points)
You shouldn't have skill gate (reward of 228 quest points)
You shouldn't have skill holy word (reward of 222 quest points)
You shouldn't have skill locate object (reward of 231 quest points)
You shouldn't have skill mass healing (reward of 228 quest points)
You shouldn't have skill mass invis (reward of 231 quest points)
You shouldn't have skill nexus (reward of 234 quest points)
You shouldn't have skill web (reward of 240 quest points)
You shouldn't have skill plague (reward of 228 quest points)
You shouldn't have skill poison (reward of 228 quest points)
You shouldn't have skill sleep (reward of 234 quest points)
You shouldn't have skill slow (reward of 243 quest points)
You shouldn't have skill weaken (reward of 240 quest points)
You shouldn't have skill intimidate (reward of 228 quest points)
You shouldn't have skill dirt kicking (reward of 264 quest points)
Well there is my list: The ones I have used in most of my fights and will miss is: curse, FF, Frenzy, Holy Word, web, plague, poison and weaken. In player fights I used Sleep, web & blindness. Never did like demonfire or found a good reason for faerie fog but will miss locate object I still think it should be a Ranger ablity. Also I think the exchange is a bit low many of those take just massive use to go up a percent.
If I had a choice I would bounce other spells and skills to keep the above noted ones. But I can see a reason for it, don't like it since it's like pentlizing older players for having been in the game so long but if it fixes some bugs that is good.
As long as I'm not forced to become a Avatar and get to stay a Mystic I'm happy.
Now PLEASE give Necro some spells and skills and add Geo to that list too. Now Wizards have ALL the teleportational spells. I think Necro should have Shadow Walk that will allow them to move from one shadow to another like in FR where they go into the plane of shadows and cross huge areas of the real world. Ok so it's not all that fun since they can get attacked by really bad things while in shadow….grin.
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What bugs is this change designed to fix? And Xavis, I don't have time for alts. I have time to build one character. :|
Also, if it were an option, I would be willing to change my marauder class to gladiator to keep dual wield… I might change my mage class but I really think necros are cool, just heavily underpowered. Perhaps some new stat penalizing spells that drop con, wis, and dex perhaps?
I like the shadow walk idea Jaz, and it would be funny when the spell failed and teleported you to the wrong part of the shadow world. You could even put a time limit between castings of the spell, so people would have to explore the shadows a bit... And along comes Hrithma with an rp quest; a magic sword that cuts rifts that lead outside the shadows to new realms... :)
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Yep, I got that one off The War of the Spider Queen series. Right now I have been DMing a weekly game at my house every Sunday and working on creating a PW MOD for NeverWinter Nights. So I have been RPGing like crazy for weeks now. I think Shadowalk would be great and after all shadows move. I would not suggest having a reg with this once since I'm one of those people who just love to explore. It would so much fun to get lost in shadows; think of other players knowing your around but can't find you. Only problem is you can't do anything in the normal world you in effect very much like the dead only you have your eq still and the only things you can fight are MOBs that live in the shadows. Also while in shadow you can't take any challenges.
Could have a cool entry and exit too.
"A shadow suddenly starts to shutter and twist fitfully as its darkness expands into a doorway."
"Jazelle enters as the shadow swallows her up into its inky darkness then it reforms back into a almost normal shadow."
Ok I know what your all thinking it's a play off of the Teleport spell. Yea ok I guess it is in some ways. But I still love the idea.
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So if there is this program that looks at skills you shouldn't have and takes them away, is there one that looks at ones you should have and gives them to you?
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Some things about this change that might clarify some things.
First, the reason this change was made. So a while back me and whisp (this was when the subclasses were implemented, 3 years back if I remember correctly) decided it would be docking the old players to take all of their general mage/cleric/thief/warrior skills and spells away. So, we decided to let them keep them.
Then we added many more skills and also remort subclasses. This left us with a big problem: older players that had an incredibly broad skill set and newer players whose skill set was relatively small, because of the subclassification. This inherently puts newer people at a disadvantage, especially agaisnt older players in PK. Furthermore, it makes balancing much less effective. Think about it, if say, necromancers keep getting their asses kicked in PK by sorcerers and you boost a necromancer skill, then you will have a lot of non-necros that benefit too.
In addition to this problem we had several bugs (fixed now, thank god, to hours of laborious work, and the mistake won't be made again) where people were assigned skill groups they shouldn't have had. So we had assassins having skills like music and such things. Because I haven't put people's subclasses into score until, well, this update, many people forgot which subclasses they went. They didn't lose the skills they shouldn't have had because the system didn't check them.
I know it feels unfair to the older players that we are changing the playing field a bit. That's what the compensation is there for. But is it any more fair for newer players to be at an inherent disadvantage just because they are new? Also, wouldn't it make more sense for people to have only the skills their subclasses were meant to have? There's no real easy fix to this that makes everyone happy… I made this change to make the playing field more fair for everyone, and I don't expect people to log on and be happy that their skills are missing, but I hope I can get people to understand this will really benefit them on a whole and benefit the game as a whole.
That's why the compensation is there, and I'll even increase it to a little more than twice it is now because I don't think it's enough.
Now, having said all that, if you think there are skills you lost that you shouldn't have, please contact me. To see the skills you lost type "skills negated". check your subclasses in "score" on port 5900, I posted the correct skills for each subclass and class at ~~[](http://webspace.utexas.edu/~aouzilov/skills.txt)~~[http://webspace.utexas.edu/~aouzilov/skills.txt](http://webspace.utexas.edu/~aouzilov/skills.txt). Racial skills should never be lost, neither should any of the global skills or general class skills (mage etc) assuming you have that class.
If you have suggestions for skill changes with regard to subclasses with reasoning behind them (i.e. a sorcerer should really have this because it is a fighting-magic class and this is a fighting spell) or some such feel free to contact me and I'll hear ya out.
~~@Laje:~~
> So if there is this program that looks at skills you shouldn't have and takes them away, is there one that looks at ones you should have and gives them to you?
Yep, there is in fact. When new skills are added to a class (or new racial skills) you always get them to 1% when you log in.
I gotta run to class now but I think that's about all. Cheers,
S.
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Why do druids get bow and archery? It doesn't fit them at all. Take it away and put in some other spell.
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One word: Mooshie.