Sigil Durations/Cost 07/07/2014 07:43 AM CDT
Curious if there are any plans to increase the duration, and/or reduce the cost of the GOS skills.. currently I can keep sigils up for probably 5 minutes before I'm out of Mana/Stamina, not so fun in invasions, or hunting in groups with people.. I typically have to give up way before any other society, additionally I can't use any of the other fun CMAN skills due to my stamina being so restricted.

unfortunately it's seriously hindering my fun.. probably going to switch back to COL just so I can have fun playing with others; to bad to, I did enjoy everything about GOS (except warcamp difficulty/rediculousness, but that's for a different thread).
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Re: Sigil Durations/Cost 07/07/2014 12:09 PM CDT
The increase in durations had been discussed in the past and the response had been no.

Not sure what class you are playing.

My warrior, currently level 56, has been in Sunfist for his last 15/16 levels and has never had issues with stamina/mana.

My Ranger, currently level 90, has been Sunfist for his last 50 levels and I have enjoyed the society a lot

My Sorcerer, currently capped, is not a member of Sunfist. However if the powers that be nerf COL, I will have him join Sunfist.

My advice to you is to continue to train in Physical Fitness so your Stamina increases and you get more back per pulse. Gain enough ranks in Harness Power so you can use the sigils. If you know you are going to run out of mana, before you hunt run sigil of concentration so you get more mana back per pulse. Eat mana bread.

You don't need to run Sigil of Major Bane or Major Protection all the time. Use them sparingly. My warrior never uses them. My ranger does in certain situations. Not having that plus 10 AS/DS up all the time will not hurt you.

If you can find them there are enhansives that will increase your stamina or increase your mana/stamina recovery.

Warcamps have become more challenging. But you don't need to hunt them all the time, except to gain that one rank.


Peace
Zhelas



(Lord Paladin walks around Droit examining his equipment.)
Lord Paladin: How does he....How does he work?
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Re: Sigil Durations/Cost 07/07/2014 01:53 PM CDT
I was going just going to post a topic about this as well so Im going to piggyback on yours since its similar in content. I'd love it if the durations were raised on the 60 second sigils. I just recently started to put up on the sigil of focus and its rather annoyingly short. I'd much prefer they last at least 5 minutes(even if the cost went up) or somehow increase duration through levels like col. I dont mind the major bane one being short cause like Zhelas said I tend to use that here and there more but the td one, I dont understand why it differs from the as/ds ones.
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Re: Sigil Durations/Cost 07/07/2014 08:02 PM CDT


My point is me being 71, fully 1x in physical training (max for my class), and 1x in harness, is not sufficient to keep up the sigils for an escort, or a hunt for 5 full minutes. If the only real suggestion is to not use the society, then what's the point? - this indicates a fundamental problem with the society.

(FYI, Arguments that include you don't NEED to use something are all inherently flawed, any class can use pick/disarm to level instead of hunting; and you can level to 100 by only killing one mob every 30 minutes which is ridiculous considering we play this game to PLAY with others and enjoy the society benefits, currently GoS comes up short.)

The developer of GoS should be horribly annoyed at the sigil costs also, so much work went into the society, and it is hindered horribly by something that's so easy to fix, I suspect alot of people would switch from the #1 dominant society by a large margin CoL to GoS if the sigil costs were fixed..

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Re: Sigil Durations/Cost 07/07/2014 08:49 PM CDT
What is your profession? My ranger at 70 trains had no issues using spells sigils and cmans for a 5 minute hunt and that was at 1x HP and PF. Now the longer the hunt a course harder that got to maintain. While I would love to see longer times I do not believe the current times make the society unusable
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Re: Sigil Durations/Cost 07/08/2014 04:48 AM CDT
>What is your profession?

Race can make a big difference. Some races (e.g. dwarves) have vastly more stamina than others (e.g. dark elves) due to their racial bonuses and stats remain pretty important for stamina even with 70 PT.
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Re: Sigil Durations/Cost 07/08/2014 11:26 AM CDT
Whether you have problems with the cost depends on race and profession. If you are a pure profession of a race that has bad con, it is horrible to be in GOS. I've played characters who could not keep sigils running due to the costs. On the other hand, I've played giantman squares who have absolutely no problems with the cost and never have, even at the lowest levels.

I will agree that I think the cost should be lowered, or some adjustment made so that pure professions/low stamina races could equally benefit from being in the society.
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Re: Sigil Durations/Cost 07/15/2014 02:32 PM CDT


Anyone know which GM is primary for GoS? maybe i'll try e-mailing them directly since posting on the forums is not eliciting any type of response.
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Re: Sigil Durations/Cost 07/15/2014 02:49 PM CDT
Im not sure who is in charge but Coase was the one who posted the change to 1030, I'd pick him as a likely candidate.
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Re: Sigil Durations/Cost 07/15/2014 03:15 PM CDT
There are no plans to adjust sigil durations/costs. The design intent of the sigils (and combat in general) is to require a degree of planning and tactics on when expend your limited resources (mana/stamina). The sigils can provide a powerful and diverse range of benefits, and it is not intended for them all to be active at all times during hunting.

As a side note for those not aware, the Focus and Minor/Major Protection sigils can be stacked with multiple activations to a maximum 3 minute duration.

Coase
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Re: Sigil Durations/Cost 07/15/2014 03:25 PM CDT


Well in that case, why can't the Banes work the same way? I'd like to stack three minutes of major bane while I hunt.
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Re: Sigil Durations/Cost 07/15/2014 04:06 PM CDT
that's a horrible intent; makes the game tedious with watching buffs fall and putting them back up, the game needs less tedium, more fun, the sigil system does not help in that respect; in addition it severely hinders being able to use other abilities, for me major protection and major bane were the only reasons I joined GoS; so telling me that we're not intended to use them, is a gigantic slap in the face. and yes, I realize they can be stacked multiple times.. but where does that get me if the problem was mana/stamina cost to begin with.. no where, same problem -

giving us not quite what we expect or want and making it a pain seems to be the new GS way (from the view of someone who returned several months ago after 10-12 year hiatus)

Maybe in a few years they'll let you buy a GOS Booster via Simucoin for some obsurd ammount of money.
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Re: Sigil Durations/Cost 07/15/2014 04:47 PM CDT
Stamina regen enhancives help out a ton. Especially since they are percentage-based and not a flat amount of a boost. For example, a +5 stamina regen enhancive is adding a 5% boost to your stamina regen rate. The most you can boost that via enhancives is +50. That's a pretty high increase once the items have been acquired. Personally, I've rarely seen any squares have trouble at all with tactically maintaining their stamina regen. And I've even seen pure professions be able acquire more stamina regen than a like-leveled square.


~Aulis
Forums Manager
QC'er
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Re: Sigil Durations/Cost 07/15/2014 04:51 PM CDT

so much for only needing 4x gear to play.
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Re: Sigil Durations/Cost 07/15/2014 06:11 PM CDT
The society abilities are intended to be used, and used often. However, that does not mean on each and every kill, particularly the banes, which are meant to help take down particularly stubborn foes, rather than being a full-time combat buff. Sunfist's design goal with the sigils is to provide a breadth of possible options, and you will absolutely have problems if you attempt to keep them all up permanently. It is absolutely possible to manage your resources, even with basic gear, but it does require some tactics.

Coase
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Re: Sigil Durations/Cost 07/15/2014 08:34 PM CDT
<so much for only needing 4x gear to play.>

You can advance on 4x gear and no society, that doesn't mean you can't get enhancives or do things to give you an easier time.

If you are having issues keeping up your sigils train up your harness power and physical training skills, or switch societies (that used to be near impossible).
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Re: Sigil Durations/Cost 07/16/2014 08:58 AM CDT
You can also get your Adventurer Guild badge set to Stamina Regen, can't you? (So that can go as high as what, +10%?)

Premium players can add that as an Enhancive with points. (There's another +7%, I think.)

You're already 1/3 of the way to the max possible, with two (that's 2) items.

Then there's the weapon, armor, and shield that you can probably find that have it...
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Re: Sigil Durations/Cost 07/18/2014 05:26 PM CDT

I find Sunfist nicely balanced, and definitely a basket of delicious powers that can't all be used at once.

Playing a Voln wizard a lot lately, it's interesting to see the contrast. Voln's balancing is quite different; the powers are free, but have to be paid for with a focus on what you hunt, and don't work on everything. And both require time and labor to master.

Just saying I think they are nicely balanced.

-E
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Re: Sigil Durations/Cost 07/18/2014 05:31 PM CDT
I agree, for the most part. I think we should be permitted to stack Banes just as we can stack Protections. If I could stack Major Bane to 5 minutes, I'd stop complaining. Or just increase the cost and make the duration 5 minutes on everything. CoL's durations is TWENTY minutes. We can't get 5? Jeez.
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Re: Sigil Durations/Cost 07/18/2014 05:35 PM CDT
>Or just increase the cost and make the duration 5 minutes on everything.

This. Even if it cost 5x as much as the 1 minute does now. Its annoying constantly keeping everything up with my massive supplies of mana and stamina :D
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Re: Sigil Durations/Cost 07/18/2014 05:42 PM CDT
If there are no plans to change the duration, how about at least adding syntax so that all three minutes can be cast in 1 go (similar to casting spells multiple times with enough mana control but without any additional training requirement)?

-- Robert



You raise your heel high, bringing it down solidly on a severed troll leg's foot!
The severed troll leg howls in pain, clutching its toes!
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Re: Sigil Durations/Cost 07/18/2014 08:53 PM CDT
Yeah, and the protection sigils do work that way, so why not the banes?
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Re: Sigil Durations/Cost 07/19/2014 12:12 PM CDT


I have had no problem keeping major prot up for a mule to illistim escort since 50. If cost went down keeping them all up would be trivial.
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