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Do you like the way attunements work?

Discussion in 'Release 27 Feedback Forum' started by Xi_, Mar 27, 2016.

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Do you like the way attunements work?

  1. like

    16 vote(s)
    55.2%
  2. dislike

    13 vote(s)
    44.8%
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  1. Xi_

    Xi_ Avatar

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    Do you like the way attunements work?
     
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  2. Roycestein Kaelstrom

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    It's "OK", I guess.
     
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  3. Barugon

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    I think that it unnecessarily complicates character development.
     
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  4. Curt

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    I is not that found of the fact mastery in the opposite school makes you suffer.
    When attacking with fire i think fire mastery should be resisted by opponents water mastery or half fire mastery.
     
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  5. agra

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    I said "like" but only because there are some resistances that offset the massive detriment than going "all in" produces.
    If those resistances don't make up the difference, and/or are ever going to be removed and/or aren't offered for all magic/damage types, then I would change my vote to "dislike"
    But for the moment, a bit of optimism..
     
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  6. Beaumaris

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    Dislike that it has to be trained in order to access other inmates.

    Take earth vs. air for example. It's not really logical why one has to train an innate in earth that makes one more vulnerable to lightning spells in air in order to gain a strength innate in earth.
     
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  7. SmokerKGB

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    I dis-like, and hope they'll be moved to the end of a tree...
     
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  8. Noric

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    I like that it causes people to make choices.

    I think its a pretty clunky mechanic though. I feel like the magic resist system being entirely based on attunement is awkward. Any archer/melee that wants to pvp needs to be a high level mage just to take less than max damage from attacks(Yes, i know there are 3 actives and 2 passives that increase resists to schools... but they still don't have anywhere the magnitude of a change that attunement does and are only inconsistently in existence).

    Additionally, turning opposing school combat into glass cannon instagib style gameplay seems like a design decision that is going to haunt them. When you're balancing things like acceptable stunlock potential, healing effectiveness, or spell damage - an opposing school fight is always going to have a huge contrast from everyone else. Either they are going to have to effectively ignore cross attunement combat when balancing, or they are going to struggle to find anything that comes near balance.
     
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  9. majoria70

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    I think it's a necessary evil in some ways. I would like to see more options to offset it and make it interesting so that it is not just cut and dry, well there are probably more options coming as we go.
     
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  10. FrostII

    FrostII Bug Hunter

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    I think the attunements are great and I like them.... ;)
     
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  11. Lord Andernut

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    I like the idea of attunements, but am not well versed in them.

    I like the idea that being powerful in one school makes you weaker in it's opposing school. I'm not sure I like the idea that it also makes you more susceptible to the opposing school.
     
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  12. Earl Atogrim von Draken

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    This.
    Should have been a poll option as well.
    It's not good but it's not bad either and is doing the job it was created for.
    I guess question is if you like the job it was created for ;-)
     
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  13. Xail

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    ...at the moment you can 3 shot (or being 3 shotted by) an opposite school of magic...

    ...not saying how attunement works is, as a principle, bad or good...just saying that IMO at least it needs some fixes ( if you like PVP that's not just a very fast dice shot...)...

    [...disclaimer...I could be wrong and I'm fine with that :)..]


    ...if it keep staying this way I have the feeling people will migrate to not downside school of magic...like Sun...Death...Chaos....and less downside school of magic like Water (douse)...

    If you have for example Air...3 Obsidian arrow will make implode you...and the opposite too (3 chain lighting vs Earth Mage)...
     
    Last edited: Mar 30, 2016
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  14. EtherBunny

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    I don't mind attunement the way it is; to be good in one you pay a price in another, fairly simple concept. The one thing I will say I don't like about attunement is: It does nothing for your summon, which is supposed to be the end-goal of the magic tree?? I would love this to get looked at.
     
  15. Noric

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    This is exactly my concern. It's one thing to have earth casters worse at using air, but it is another to devolve combat between the two into a question of who lands the first couple attacks.

    The lack of resist diversity limits decisions as you mention. Moon has no damaging abilities so you don't need to worry about the downside of training sun. The resistance passives or actives are not even mirrored between schools. If people could adds resists to schools through itemization or the defensive weaknesses from opposite attunement weren't so great, this wouldn't be such a problem. However, itemization uses the same system so it creates the same conflicts (weaken your own magic to resist the opposite), and the damage differential created by attunement is quite significant.
     
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  16. Bowen Bloodgood

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    Imagine mastering 3-4 schools of magic and their attunements without anything to balance them out. 4 GM attunements starts to sound like an overpowering mage build. Until you add the negatives in which case you get the equivalent of 4 mid-level attunements (if you've mastered the opposing skills) instead of 4 100s. Without the opposing effects they're just magic buffs and everyone would be incentivized to master them as much have skills for EVERY build.
     
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  17. Noric

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    You could achieve the same thing by making attunement reduce opposing attunement by 2/3 and making attunement have nothing to do with magic resist.
     
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  18. Bowen Bloodgood

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    Not so sure about that but I don't care enough about it to argue. :)
     
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  19. Curt

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    One more alternative would be if the attunments not was opposit but the COST to train was in a away
    so if has X in one school and Y in the oppisite you woulkd need as much xp to increase as if skill was X+Y
     
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  20. Noric

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    I don't consider limiting universal magical power to the most aggressive training players to be a an acceptable solution.
     
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