Sluce
Goblin Squad Member
|
I am by no means in alpha, however, after watching streams of alpha play I would like to add my two cents on implementations for divine type classes like cleric and paladin. These suggestions are mainly for the long run.
- I know that choosing ones deity has not been implemented, but I would like to see clerics be able to choose their domain when they choose their patron deity, rather than just buying random ones from a feat vender. Also, allowing those who have certain feats to gain skills that can not be accessed without it (this is probably planned, I just wanted to re-iterate it).
- Another thing that I would like to see is the crafting of shrines. Allowing, devout followers of those deities to use them x number of times per day and be granted certain benefits, such as regaining some power that has been lost. Also, maybe making a reputation system, allowing divine users to gain more favor in the eyes of their god, and punishing those who fall out of faith with debuffs or being denied access to certain skills.
Again these are just some suggestions, I just want to see some depth and emersion in religions and there ties to divine users, allowing players to act as the hand of their god. What do you guys think? What are some of your ideas for divine users?
Dakcenturi
Goblinworks Executive Founder
|
I am hoping that the domains being limited and punishments (I would think no access to certain feats) would be restricted once they have added alignment in.
One other thing I would like to see for the divine roles (specifically Cleric) is a need for more out of combat healing. I believe I remember it being discussed that there would be wounds that would limit things where only healing could fix it. If that is the case that might help the situation. Otherwise as things are now with how fast health/stamina regen there isn't a lot of need for clerics to heal out of combat.
Guurzak
Goblin Squad Member
|
If it were me, I'd set it up so that using a symbol of deity X as implement allows you to slot a different repertoire of feats and powers than if you're wielding an implement of deity Y. Progressing in the faction quests for the relevant church would unlock access to better implements and feats. You could in theory advance in multiple religions' factions if they were all alignment-compatible, but that's a lot of extra work- and since you only have two implement slots going past 2 deities probably won't buy you much.
Sluce
Goblin Squad Member
|
I think you should be able to switch religions. Maybe by speaking to a priest at a temple or holy sight. However, your reputation with the previous deity takes a big hit, making the person think about the costs and benefits. Plus, your rep with the deity whose religion you wish to join can not be below 0. This is why I would like a deity rep system, it allows you to have some different choices, while limiting others. It makes you think a bit before you act.
Lam
Goblin Squad Member
|
I do not know why this did not post. There are many domains which can be trained but consequences are not in alpha and it is hinted that that is not part of MVP. Basic clerics are supported across any settlement training clerics durning "War of the Towers". Characters can change religion but it will have no initial effect.
Domains are not part of MVP. Wizards do not start with all schools. There may be limits on rogues and fighters, which are not obvious to me.
Kemedo
|
1) Any idea how would work the Prestiges (if any) in PFO?
Per exemple, as long a Mystical Theurge is easy to simulate (training both wiz/clr at the same time), but there anothers more trickier to do it (Evangelist, Arcane Acher, comes to mind). Or there will be specific ways to include prestige skills to the character?
2) Will we have Anti-Paladin? Would be a nice add for a CE-counter-part of Paladin.
3) The Churches will have a special spot in settlement? or will share spot with others contructions?
Guurzak
Goblin Squad Member
|
| 1 person marked this as a favorite. |
Any medium plot training facility will be upgradable to max level training if you invest adequate resources and DI in the upgrades. The difference between medium and large plot buildings is not training cap but number of roles/religions supported by the building.
With all that said, there are different upgrade paths you can take with any given building, so a max level Rogue hall in one settlement probably won't have exactly the same training options as a max level Rogue hall in the settlement next door.
Guurzak
Goblin Squad Member
|
| 1 person marked this as a favorite. |
So, will a max lvl Rogue Hall specialize in some of the Rogue aspects, or will it have uniques habilities to be chosen?
I'm not sure I understand the question, but I suspect the answer is "we don't know".
Do we know how many plots a settlement will have?
try this. Add 10 additional plots for ornamental features.