April 2015 feedback
Posted: Sun Apr 19, 2015 1:33 pm
obviously as this is a new rule set there is going to be rules stuff in here, however I will put that at the end and a disclaimer before it so you know when the classic feedback ends
Me and mine had a great time this event, the weather was fantastic, it seems like it always rains or something but it was clear skies and a great time all weekend. the site is fantastic, that was our first time at this site and we think its great, the cabin layout, that gorgeous inn building. christen came around with t-baby at game break to have a walkabout and thought it was awesome too. and the camp owner came and sat with us by our fire at the hill site a bit and talked with us about the site, turns out that those buildings are all about 80 years old, the door handles too (that explains a lot ) great site though.
of the plots I did go on the phoenix one brad did was by far and away one of my favorite plots I have been on in the past years. . .maybe in my entire FH time. because of the environmental mechanics and challenges. that was loads of fun and I cannot stress more plots like that enough.
didn't really have any negative points, even just going on a walkabout in the morning was fun because that site is cool. and the political intrigue and messengers being killed added a really cool feel. like we were alone and cut off from stuff that might be going on. cool stuff.
my one negative I do have however, is that big end of event plots where the PC's come together to fight (insert large problem, baddy, thing here) seem to be starting very late, these used to start kind of soon after game break, then wind up around midnight, then the small "loose ends" would be there for people still up. more and more the big end of event plots seem to be starting later and later and loose ends moved to the beginning of the next event. I would kind of like to see a return to form.
btw to PC's, if you cannot spank it, don't tank it, if you cannot kill it, don't agro it. hitting something much stronger then yourself then running through PC's screaming help is not good, some of us will just step aside and let it kill you, seriously.
**rules disclaimer**
I think shatter is too powerful especially given its prevalence and especially compared to stagger and scorch, I think it should simply reduce the targets armor total to 0 and be moved accordingly. we have a skill for dealing with weapons and shields, its called disarm, and if that becomes a little more relevant as a side effect I think that's great. perhaps remove disarm from parry and make it its own resist as a result.
the game stop point cast spells or ones that seem to do lash are pretty deadly, especially because you could not seem to dodge, dive for cover, or resist some of these, they had no counter play to them other then "i hope you can tank this" and that is kind of boring
(EDIT: and moved discussion to rules) from a healer. . .transfusion is dumb, im sorry to say that in a rude way but really. requiring 3 separate skills to deal with negs is silly. it should be first aid, then surgery, and that's it! first aid like it is now so that people can grab someone in slight negs and help out, and surgery should work for everything after that. the inclusion of transfusion, and the silly way it works therein, is dumb and not required.
the new path and discipline tweaks I feel have been really cool, and other then specific examples have nothing bad to say on that.
shields. . .there annoying, we know it, you know it, thus the amount of shatter. balance them.
that's it for now, if I think of more I will post later, still very tired and sore after the event ^_^
Me and mine had a great time this event, the weather was fantastic, it seems like it always rains or something but it was clear skies and a great time all weekend. the site is fantastic, that was our first time at this site and we think its great, the cabin layout, that gorgeous inn building. christen came around with t-baby at game break to have a walkabout and thought it was awesome too. and the camp owner came and sat with us by our fire at the hill site a bit and talked with us about the site, turns out that those buildings are all about 80 years old, the door handles too (that explains a lot ) great site though.
of the plots I did go on the phoenix one brad did was by far and away one of my favorite plots I have been on in the past years. . .maybe in my entire FH time. because of the environmental mechanics and challenges. that was loads of fun and I cannot stress more plots like that enough.
didn't really have any negative points, even just going on a walkabout in the morning was fun because that site is cool. and the political intrigue and messengers being killed added a really cool feel. like we were alone and cut off from stuff that might be going on. cool stuff.
my one negative I do have however, is that big end of event plots where the PC's come together to fight (insert large problem, baddy, thing here) seem to be starting very late, these used to start kind of soon after game break, then wind up around midnight, then the small "loose ends" would be there for people still up. more and more the big end of event plots seem to be starting later and later and loose ends moved to the beginning of the next event. I would kind of like to see a return to form.
btw to PC's, if you cannot spank it, don't tank it, if you cannot kill it, don't agro it. hitting something much stronger then yourself then running through PC's screaming help is not good, some of us will just step aside and let it kill you, seriously.
**rules disclaimer**
I think shatter is too powerful especially given its prevalence and especially compared to stagger and scorch, I think it should simply reduce the targets armor total to 0 and be moved accordingly. we have a skill for dealing with weapons and shields, its called disarm, and if that becomes a little more relevant as a side effect I think that's great. perhaps remove disarm from parry and make it its own resist as a result.
the game stop point cast spells or ones that seem to do lash are pretty deadly, especially because you could not seem to dodge, dive for cover, or resist some of these, they had no counter play to them other then "i hope you can tank this" and that is kind of boring
(EDIT: and moved discussion to rules) from a healer. . .transfusion is dumb, im sorry to say that in a rude way but really. requiring 3 separate skills to deal with negs is silly. it should be first aid, then surgery, and that's it! first aid like it is now so that people can grab someone in slight negs and help out, and surgery should work for everything after that. the inclusion of transfusion, and the silly way it works therein, is dumb and not required.
the new path and discipline tweaks I feel have been really cool, and other then specific examples have nothing bad to say on that.
shields. . .there annoying, we know it, you know it, thus the amount of shatter. balance them.
that's it for now, if I think of more I will post later, still very tired and sore after the event ^_^