Dude thank you for covering this! I've been stuck at work and haven't had a chance to play yet, so your video was much needed lol I'm honestly excited to see all 3 trees incorporate some sort of guild member size increase. Wonder what the artisan rating values equate to in terms of percent increases. Thanks for the video as always
It would seem that this system would encourage running 2 guilds - one for combat focusing on the left tree and one for crafting focusing on the right tree. It may even be that you would have some of your characters which are good at both shifting between one and the other for the relevant activity benefit.
I don't know about this. I think bigger guild clusters will be able to min/max the sh*t out of that system and at the end come out with a huuge advantage overall compared to solo guilds. Sometimes I feel like Intrepid is trying to implement too many options and is making it too complicated and at the end it's coming out all the same anyways.
Funny how quickly people overlook guild size as if it's not a good choice. Think about a huge guild war-decking on another guild. Instead of having to pay to have multiple guilds war-decking all at once on the same guild, could do it with 1 guild cost. Which could see something like 150 people vs 70 people. And the smaller guild will require another guild to war-deck back on the large guild to help defend as 150v70 is basically saying your 70 must each kill more than 2 times how many times they each die in order to win. Would take some massive coordinating to ensure the 70 member clan wins without help. This also assumes everyone in both guilds are online, but in it's current form, the guild that war-decks can time it so they are all or mostly all online while having the other guild mostly offline and almost instantly win the war before the defending guild even knows there is a war-deck on them. Also, as of right now, the cost for war-decking is very cheap so it's w/e right now.
Wow that's supprising bad... I thought they would make the power for small guilds way more impactful and the paths dont have good identity (they all increase player size).
seems pretty terrible overall but also having more members far outweighs the "small" buffs. for example if your guild houses 150 players you're just going to decimate a guild that has fully specced into the combat tree ASSUMING relatively the same gear level. the profession tree is absurdly valuable though and i'd guess that you'd have a separate guild you can hop to whenever you're doign professions.
The amount of exp... the acquisition of the exp through glint by a guild vendor is a no bueno... I can't say that I have an idea to fix that but somebody needs to look at that
Think about a huge guild war-decking on another guild. Instead of having to pay to have multiple guilds war-decking all at once on the same guild, could do it with 1 guild cost. Which could see something like 150 people vs 70 people. But, as of right now, the cost for war-decking is very cheap so it's w/e right now.
Think about a huge guild war-decking on another guild. Instead of having to pay to have multiple guilds war-decking all at once on the same guild, could do it with 1 guild cost. Which could see something like 150 people vs 70 people. But, as of right now, the cost for war-decking is very cheap so it's w/e right now.
@@isth3reno1else yeah, I also think that artisan guilds will have it the hardest to progress. While the left branch, snowballs with higher damage output, making farming more efficient and the middle tree being probably the fastest, because more and more players will contribute, there are barely any artisan professions dropping glint, making it the hardest to grind out. Although it might be possible that, if a guild is split into a dps guild and an artisan guild, players might be able to farm glint on the dps guild and either switch to the artisan guild or transfer glint by intentionally dying to mobs
So we'll never see big guilds. Instead they're basically forcing every competitive guild into making multiple guilds to be able to compete. Great design.
Think about a huge guild war-decking on another guild. Instead of having to pay to have multiple guilds war-decking all at once on the same guild, could do it with 1 guild cost. Which could see something like 150 people vs 70 people. But, as of right now, the cost for war-decking is very cheap so it's w/e right now.
I’m sacrificing everything to get to that 5% max mana upgrade !
For the resource drop by 10% on the left, my guess would be you drop 10% less on death.
This ⬆️
Dude thank you for covering this! I've been stuck at work and haven't had a chance to play yet, so your video was much needed lol
I'm honestly excited to see all 3 trees incorporate some sort of guild member size increase. Wonder what the artisan rating values equate to in terms of percent increases.
Thanks for the video as always
I think respurce drop rate is resources dropping when you die, hence why reduction is a benefit.
It would seem that this system would encourage running 2 guilds - one for combat focusing on the left tree and one for crafting focusing on the right tree. It may even be that you would have some of your characters which are good at both shifting between one and the other for the relevant activity benefit.
That's what i was thinking as well
And that works perfectly for my current guild :)
Aayye yo what server yall on? I’m bout to log in for the first time and would love to join the guild and if not I’d love to fight yall 🙃
I don't know about this. I think bigger guild clusters will be able to min/max the sh*t out of that system and at the end come out with a huuge advantage overall compared to solo guilds. Sometimes I feel like Intrepid is trying to implement too many options and is making it too complicated and at the end it's coming out all the same anyways.
yup every organized zerg will split into small guilds under the same umbrella to get max benifits.
Now I just want to know what max level guild is so we know how many points we will have and plan accordingly.
Funny how quickly people overlook guild size as if it's not a good choice. Think about a huge guild war-decking on another guild. Instead of having to pay to have multiple guilds war-decking all at once on the same guild, could do it with 1 guild cost. Which could see something like 150 people vs 70 people. And the smaller guild will require another guild to war-deck back on the large guild to help defend as 150v70 is basically saying your 70 must each kill more than 2 times how many times they each die in order to win. Would take some massive coordinating to ensure the 70 member clan wins without help. This also assumes everyone in both guilds are online, but in it's current form, the guild that war-decks can time it so they are all or mostly all online while having the other guild mostly offline and almost instantly win the war before the defending guild even knows there is a war-deck on them.
Also, as of right now, the cost for war-decking is very cheap so it's w/e right now.
I'm glad it's not too overpowering.
Wow that's supprising bad... I thought they would make the power for small guilds way more impactful and the paths dont have good identity (they all increase player size).
That's why this is on the TESTING PHASE to test this and you give them FEEDBACK so that it'll not suck on launch.
seems pretty terrible overall but also having more members far outweighs the "small" buffs. for example if your guild houses 150 players you're just going to decimate a guild that has fully specced into the combat tree ASSUMING relatively the same gear level. the profession tree is absurdly valuable though and i'd guess that you'd have a separate guild you can hop to whenever you're doign professions.
Is the 'resource drop rate reduction' for when you die
The amount of exp... the acquisition of the exp through glint by a guild vendor is a no bueno... I can't say that I have an idea to fix that but somebody needs to look at that
what is the benefit of having a bigger guild when the huge guilds are usually making multiple guilds at that point ...
Think about a huge guild war-decking on another guild. Instead of having to pay to have multiple guilds war-decking all at once on the same guild, could do it with 1 guild cost. Which could see something like 150 people vs 70 people.
But, as of right now, the cost for war-decking is very cheap so it's w/e right now.
No need to go for more slots since large guilds just create multiple
Think about a huge guild war-decking on another guild. Instead of having to pay to have multiple guilds war-decking all at once on the same guild, could do it with 1 guild cost. Which could see something like 150 people vs 70 people.
But, as of right now, the cost for war-decking is very cheap so it's w/e right now.
should have make 2.5% hp/mana on the middle to balance on the size of the members
Agreed
How do you earn Guild Points? Is it all based on size? Or by other means?
Looks like 11s for 100 xp
Apparently, it's something like 57k blue and green glint per level
@@tortiboy142 yeah that's wild. It's in glint to, so you can't run caravans and turn in gold. Just glint farming
@@isth3reno1else yeah, I also think that artisan guilds will have it the hardest to progress. While the left branch, snowballs with higher damage output, making farming more efficient and the middle tree being probably the fastest, because more and more players will contribute, there are barely any artisan professions dropping glint, making it the hardest to grind out.
Although it might be possible that, if a guild is split into a dps guild and an artisan guild, players might be able to farm glint on the dps guild and either switch to the artisan guild or transfer glint by intentionally dying to mobs
@@tortiboy142 You need 57000 green glint to level up?? Holy Moly!
So we'll never see big guilds. Instead they're basically forcing every competitive guild into making multiple guilds to be able to compete. Great design.
Think about a huge guild war-decking on another guild. Instead of having to pay to have multiple guilds war-decking all at once on the same guild, could do it with 1 guild cost. Which could see something like 150 people vs 70 people.
But, as of right now, the cost for war-decking is very cheap so it's w/e right now.