At first glance opening up the full matrix and introducing modifiers looks good and a simple fix. However I wouldn't call it DoM4. material. Maybe 3.5 because it's not a SUPER OMG change. Just another tweaking.
For the longest time, the reason to gain rank has been getting a new spell. That's been the meat and potatoes of it all. Now to suddenly give all ranks the full spell list just seems to really kill any incentive to gain rank. So we can compete to be AM? That's pretty much the only reason to gain rank this change would leave us with.
Duelists can challenge for any Keeper Tower at Enchanter Level, and enter the ART at any rank. Mods seem a poor substitution to spells. ART participation would go up for the riskless wins, then what? Dead shifts?
The more I've thought on this, the less comfortable introducing modifiers felt. We're all ready moving towards all 3 sports being identical with Squires, Mentees, Keeper Apprentices on the way(which I should get credit dangit!), RoK, PC, Talon. Where would this end? Neo has said keeping DoM unique is a top priority, but this idea detracts from that sentiment.
It means messing with value systems in the Chat Tool which means incorporating another set of code data surely. DoM loses the one thing that has really set it apart from the other sports. We'd have to reset requirements for Keeper-ship and other things just so they'd gain ranks above enchanter to go after them
All of that just to make duels faster? Come on, we can do better people! In light of that attempt, I want to resubmit my idea presented earlier in the year.
Along with Jake's variantScorched Druid wrote:So far multiple changes to the sport have been voiced to help increase rank advancement among the lower level duelists. Rather than throw around ideas of giving everyone an advanced spell from the beginning to changing point values, I am going to recommend something a bit simpler.
When a duelist wins their 2 matches and can choose 1 of the advanced spells MS/AB/GF/RF, why don't we try making this choice non-permanent? Give the Enchanter a 1 after their WoL to denote they have access to 1 advanced spell. At the beginning of a match they just announce what spell they are going to use for the match. This trend can be continued up until Wizard when the duelist would all ready have all four. Sorceror a 2, Magician, a 3.
Now I know some will think "Is he mad?! That would completely change how strategy works in the duels! For us Mages and Wizard we won't know what the lower ranked duelists are going to throw at us in the match!"
Precisely.
This is a two-fold recommendation. First and foremost, spell choice effects dueling style, as I voiced in the other thread, a good number (I'm still going through room logs to get exact data) of duelists gain rank and then have to learn how to integrate the new spell into their style. This idea would cut down on that. Enchanter A has 4 duels, they break even 2-2. They go back through their matches and are "Okay, in each one MS only worked for me once. Why should I keep it?" Well now they can have those four, see the result and can now determine "I'll give Arctic Blast a shot in my next match."
The duelist can now experiment with all four as they advance and get a feel for how each one works.
Now I'll touch on the tactics. Wizard and Mage all ready have all of the spells barring their choice on Immolation or Nether Ray. However I noticed that say..a Sorceror is a Keeper and is challenged by a Mage. The Mage knows exactly what spells the Keeper has, while the Sorceror has to agonize over what two spells the Mage will decide on. Now that is a two way street. Neither one knows what the other will pick. It is completley even and the challenge comes down to skill on skill alone.
Sure the counter to this is, "That's the point! The Keeper gets the raw deal because it's to test their ability to defend." Well to that I say, "Why should the challenger get all the time leading up til then to work out strategy while the Keeper has to wait until that night to do so?"
This idea does't alter the matrix, it doesn't mess with point values. It allows lower ranks to experiment with all the spells as they climb and reduces the learning curve. Also for those who have been around a while it adds another factor to strategy as neither side knows what the other will pick before it is announced.
There it is in a nutshell. Feel free to comment, complain, or debate.
To nutshell it into this:Jake wrote:I think it's an interesting idea...but it doesn't seem to do anything for the apprentice (which was one of the discussion points in the other thread).
So, in the spirit of discussion, how about a variant?
Keep the basic structure as is. Remove one rank (as proposed in the other thread), and give all ranks the option to choose a spell at the start of the duel.
So, for example, an apprentice has access to the basic 8, plus one other spell to be chosen at the start of the duel.
The next rank up, the Enchanter, gets the basic 8, plus their selected spell, plus one to be chosen at the start of the duel.
In a hypothetical duel, Enchanter Bob has the Meteor Swarm spell, and at the beginning of the duel chooses Reflection to augment his spells for that duel. His opponent, Apprentice Jill, chooses Artic Blast as her augment spell.
The basic idea would present a "Try before you Buy" sort of approach. Try out the various spells, gain rank, choose one for keeps. Try out another spell, gain rank, choose another one for keeps.
Plus, it would give the Apprentices something to play with.
Less hassle with the Chat Tool, Apprentice get to play with the advanced tier and continue the trend all the way up the line. No fuss no muss.Scorched Druid wrote: Apprentice has access to 1 Advanced spell per cycle. It goes beside their name permanantly, if they zero out they get to choose again. From there we step up to Enchanter who get access to the full Matrix with the +1 by their name to denote that they can use any 1 of the four per duel. +2 at Sorceror, +3 At Magician. Wizard gets all four spells and has to work towards that 20 WoL to get one of the last two spells.
It's one thing to want to improve our sport, but we shouldn't be willing to bastardize it in the process.