Chad Schaffer
Novice
I would like to begin this post by making it clear that I greatly appreciate the 2.0 rules and what they have done to create more options for every class, specifically (non-golem) Celestial Adepts and Spellswords; It's a huge step in a fantastic direction!
That being said, I feel that the disparity between basic Earth and Celestial magics is ridiculous and would like to make some suggestions on closing the gap and making each school viable and fun to play, while being balanced, to facilitate a the choice between school as a play style choice instead of a decision that has a right and wrong answer.
I have some complicated and bold suggestions for how to make this happen, but would just like to start with three basic suggestions to nudge 2.0 further down the right path in this regard.
#1 Stun limb should be 6th level.
As of right now, I probably won't memorize the new stun limb. At 8th level, competing with confine, that effectively stuns ALL an opponents limbs, it's a pretty hard sell.
Competing with sleep, which is a true take out for many creatures, but has resistance built in to even some PC races, it is a tactical choice to make; Stun limb having a MUCH wider target range, but much lessened effect.
People may say: "what about things that rip out, or are immune"
I say: these should be in the minority, and if this is not the case, we shouldn't be making national level rules based on individual plot team choices.
Even still, I propose the three seconds of immobility beats five minutes of one missing limb in many of the tactical cases where this may be the case.
As for non-corporeal creatures: its not worth losing a confine to one-quarter handle one of these creatures on the off chance they show up.
#2 More of the new rituals need to be Celestial only. Conversely make all rituals General.
Mind you, I like the former better, but will take the latter over our current situation:
New 2.0 rituals
Number of Earth only rituals: 10 (not counting only necro)
Number of Celestial only rituals: 4
To top this off there have been conversations on this forum in which people have requested that two of the four become general!
The reason: Biata and Oathsworn.
Either they are designed to have this as a negative, or they shouldn't have it. Giving these races a negative and then watering down a whole school of magic to get rid of it is ridiculous.
In a perfect world Biata and Oathsworn get updated to not have this aversion so we can have two distinct schools of magic, but I suspect this is not popular (though I can't imagine why).
Barring that, either make their negative a negative or make all rituals general.
#3 Give a "Rebirth level" high magic to Celestial
Rebirth is amazing, and should be distinctly Earth, but Celestial has nothing remotely as good in high magic. Celestial Armor (even with the giant improvement) can be duplicated with a magic item; Channel is good for spell swords (great thanks to 2.0); but nothing distinctly great for Celestial scholars exists.
I suggest: An effect where you lock in a spell, just like Rebirth and get special effect from it. Voice Radius comes to mind, but sounds OP and clunky. Maybe "Fork" where the scholar can "storm" the spell (burning both a storm from memory and the spell). I don't know what it should be in the end, but Celestial scholars need some high magic love.
I want to be clear, I'm open to discussion about all of this. Fundamentally I'm interested in Alliance being a balanced game where the choices are merely about play style and every class is a real contender. I think 2.0 has pushed the game that direction in a big way and I love it.
I'm really looking forward to SoMI's play test, and want to go in looking for the right things.
Cheers.
That being said, I feel that the disparity between basic Earth and Celestial magics is ridiculous and would like to make some suggestions on closing the gap and making each school viable and fun to play, while being balanced, to facilitate a the choice between school as a play style choice instead of a decision that has a right and wrong answer.
I have some complicated and bold suggestions for how to make this happen, but would just like to start with three basic suggestions to nudge 2.0 further down the right path in this regard.
#1 Stun limb should be 6th level.
As of right now, I probably won't memorize the new stun limb. At 8th level, competing with confine, that effectively stuns ALL an opponents limbs, it's a pretty hard sell.
Competing with sleep, which is a true take out for many creatures, but has resistance built in to even some PC races, it is a tactical choice to make; Stun limb having a MUCH wider target range, but much lessened effect.
People may say: "what about things that rip out, or are immune"
I say: these should be in the minority, and if this is not the case, we shouldn't be making national level rules based on individual plot team choices.
Even still, I propose the three seconds of immobility beats five minutes of one missing limb in many of the tactical cases where this may be the case.
As for non-corporeal creatures: its not worth losing a confine to one-quarter handle one of these creatures on the off chance they show up.
#2 More of the new rituals need to be Celestial only. Conversely make all rituals General.
Mind you, I like the former better, but will take the latter over our current situation:
New 2.0 rituals
Number of Earth only rituals: 10 (not counting only necro)
Number of Celestial only rituals: 4
To top this off there have been conversations on this forum in which people have requested that two of the four become general!
The reason: Biata and Oathsworn.
Either they are designed to have this as a negative, or they shouldn't have it. Giving these races a negative and then watering down a whole school of magic to get rid of it is ridiculous.
In a perfect world Biata and Oathsworn get updated to not have this aversion so we can have two distinct schools of magic, but I suspect this is not popular (though I can't imagine why).
Barring that, either make their negative a negative or make all rituals general.
#3 Give a "Rebirth level" high magic to Celestial
Rebirth is amazing, and should be distinctly Earth, but Celestial has nothing remotely as good in high magic. Celestial Armor (even with the giant improvement) can be duplicated with a magic item; Channel is good for spell swords (great thanks to 2.0); but nothing distinctly great for Celestial scholars exists.
I suggest: An effect where you lock in a spell, just like Rebirth and get special effect from it. Voice Radius comes to mind, but sounds OP and clunky. Maybe "Fork" where the scholar can "storm" the spell (burning both a storm from memory and the spell). I don't know what it should be in the end, but Celestial scholars need some high magic love.
I want to be clear, I'm open to discussion about all of this. Fundamentally I'm interested in Alliance being a balanced game where the choices are merely about play style and every class is a real contender. I think 2.0 has pushed the game that direction in a big way and I love it.
I'm really looking forward to SoMI's play test, and want to go in looking for the right things.
Cheers.