Vote for Islands of Myth on Top Mud Sites
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Navigator/Master Navigator/EnchanterSat Mar 14 06:07:55 2009 MST
Lu
player
offline
With the addition of the level/xp nerf, it seems that these guilds
are unnatractive to some due to the massive amounts of levels
required to maximize your efficiency in the guild with the minimal
effect these spells actually have on your ability to kill things. My
suggestion is quite simple, model each guild after Master Enchanter,
and make it 5 levels (can lump traveler in here too, but I doubt
people would take trav if it granted you an extra glvl).

-Lu out
>Navigator/Master Navigator/EnchanterMon Mar 16 08:38:03 2009 MST
Uno
player
offline
On Sat Mar 14 06:07:55 2009 Lu wrote post #8:
> With the addition of the level/xp nerf, it seems that these guilds
> are unnatractive to some due to the massive amounts of levels
> required to maximize your efficiency in the guild with the minimal
> effect these spells actually have on your ability to kill things. My
> suggestion is quite simple, model each guild after Master Enchanter,
> and make it 5 levels (can lump traveler in here too, but I doubt
> people would take trav if it granted you an extra glvl).
>
> -Lu out

Imo if you removed traveler noone would miss it. Woodsman does
pretty much all the same things and who cares if it's not as powerful
as a secondary guild.
>>Navigator/Master Navigator/EnchanterMon Mar 16 13:23:47 2009 MST
Esoteric
player
offline
On Mon Mar 16 08:38:03 2009 Uno wrote post #10:
> > effect these spells actually have on your ability to kill things. My
> > suggestion is quite simple, model each guild after Master Enchanter,
> > and make it 5 levels (can lump traveler in here too, but I doubt
> > people would take trav if it granted you an extra glvl).
> >
> > -Lu out
>
> Imo if you removed traveler noone would miss it. Woodsman does
> pretty much all the same things and who cares if it's not as powerful
> as a secondary guild.
I care if its not as powerful as a secondary guild.
>>>Navigator/Master Navigator/EnchanterMon Mar 16 21:10:22 2009 MST
Daneel
admin
offline
I can't help peoples' perceptions.
10 levels aren't going to take all that big a dent out of
anyone's xps.
Anyone so caught up in things as to avoid a fun guild because
of 2-3% xp needs to remove that stick.
>>>>Navigator/Master Navigator/EnchanterMon Mar 16 21:21:44 2009 MST
Korthrun
player
online
On Mon Mar 16 21:10:22 2009 Daneel wrote post #12:
> I can't help peoples' perceptions.
> 10 levels aren't going to take all that big a dent out of
> anyone's xps.
> Anyone so caught up in things as to avoid a fun guild because
> of 2-3% xp needs to remove that stick.
I haven't read the rest of the posts
I do know that where the 10 levels is does have an impact
levels 1-10 aren't crap
the nav levels in abj, theoretically 90-100, are a bit more costly.
100-110 for mnav
110-120 for enchanter?
you get what im getting at
>>>Navigator/Master Navigator/EnchanterWed Mar 18 08:19:02 2009 MST
Uno
player
offline
On Mon Mar 16 13:23:47 2009 Esoteric wrote post #11:
> > > suggestion is quite simple, model each guild after Master Enchanter,
> > > and make it 5 levels (can lump traveler in here too, but I doubt
> > > people would take trav if it granted you an extra glvl).
> > >
> > > -Lu out
> >
> > Imo if you removed traveler noone would miss it. Woodsman does
> > pretty much all the same things and who cares if it's not as powerful
> > as a secondary guild.
> I care if its not as powerful as a secondary guild.
I guess my point is, it makes no sense given that a woodsman guild now exists.
It's almost 100% redundant themewise and umm, I guess 50% redundant
effect wise.

Imo it's equivalent to having a guild called "Pious First Aid Practitioners"
that does all the crap in the first few levels of weaver without the
2ndary guild penalty.
>>Navigator/Master Navigator/EnchanterMon Apr 13 11:44:53 2009 MST
Trigon
player
offline
On Mon Mar 16 08:38:03 2009 Uno wrote post #10:
> On Sat Mar 14 06:07:55 2009 Lu wrote post #8:
> > With the addition of the level/xp nerf, it seems that these guilds
> > are unnatractive to some due to the massive amounts of levels
> > required to maximize your efficiency in the guild with the minimal
> > effect these spells actually have on your ability to kill things. My
> > suggestion is quite simple, model each guild after Master Enchanter,
> > and make it 5 levels (can lump traveler in here too, but I doubt
> > people would take trav if it granted you an extra glvl).
> >
> > -Lu out
>
> Imo if you removed traveler noone would miss it. Woodsman does
> pretty much all the same things and who cares if it's not as powerful
> as a secondary guild.
OMG with traveler you can eat cans of poop and make skins that you
can sell for about !&) gold EACH! EACH! MAN! That's money in the
pocket!
I tried it once

for about a day
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