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  1. SUBMITTED AND UNSUBMITTED CLASSLEADS:
  2.  
  3. TELEPATHY:
  4.  
  5. Report #380
  6. ------------------------------------------------------------------------------
  7. Submitted by: --- Status : Unsubmitted
  8. Skillset : Telepathy Skillname : Blackout
  9. ------------------------------------------------------------------------------
  10. Problem:
  11. An effort has been made to mitigate the effects of afflictions (e.g., through cooldowns) that have a
  12. particularly debilitating effect when spammed. However, blackout was missed. Even with a prior
  13. classlead fix, blackout is such an affliction that continues to offer huge benefits - particularly
  14. in the current spam-filled meta - with virtually no counters to cure it aside from the lengthy
  15. cooldown of the tree tattoo. Furthermore, the monk can simply apply it a second time and cause it to
  16. stick. Simply adding a cooldown would not be enough, as the effect duration is significant enough as
  17. it is. This classlead attempts to either mitigate the effect of blackout in the present form or
  18. otherwise offer an alternative benefit that had been previously suggested.
  19. ------------------------------------------------------------------------------
  20. Solution #1:
  21. Add an additional herbal cure to blackout. Additionally reduce the base duration of the affliction.
  22. Solution #2:
  23. Change the effect of the current affliction of blackout: Prevent the target from seeing any movement
  24. in/out from the room (similar to dementia) and make them unable to communicate properly (stuttering
  25. effect) while afflicted. Note: These are from the blackout itself, not application of the relevant
  26. afflictions. This is the suggestion from classlead 98.
  27. Solution #3:
  28. ------------------------------------------------------------------------------
  29.  
  30. SPATIUM:
  31.  
  32. Report #370
  33. ------------------------------------------------------------------------------
  34. Submitted by: --- Status : Unsubmitted
  35. Skillset : Spatium Skillname : Becloud
  36. ------------------------------------------------------------------------------
  37. Problem:
  38. Becloud traipses over two mechanics that are aggravating for both the user and the afflicted: the
  39. random proc of the mask isn't dependable, and more masked afflictions on a class with passive
  40. formaldehyde requires frequent diagnosing. It's also outclassed by Obscure. Furthermore, there is
  41. the problem of hypnosis users in group overriding one another's weaving bonus and (less so in a team
  42. context) preventing suggesting or clearing a built-up trance.
  43. ------------------------------------------------------------------------------
  44. Solution #1:
  45. Change Becloud to a room-based effect that clears on movement or changing the attachment. While
  46. active, everyone is considered "hypnotised" for the purposes of determining the damage mitigation
  47. granted by Weaving. This allows Assassins/Renegades to help their similarly skilled allies while
  48. allowing assignment of hypnosis trances based on offensive effectiveness. For the appearance of the
  49. skill in action, there would be a room message (ex. "The light here misbehaves, refracting as if
  50. looking through a clouded glass full of water.") and a recurring message (ex. "An unseen ripple
  51. agitates the air, shifting the pathways of light throughout the room.")
  52. Solution #2:
  53. Solution #3:
  54. ------------------------------------------------------------------------------
  55.  
  56. Report #371
  57. ------------------------------------------------------------------------------
  58. Submitted by: --- Status : Unsubmitted
  59. Skillset : Spatium Skillname : New
  60. ------------------------------------------------------------------------------
  61. Problem:
  62. For all of the mastery of space that Spatium offers, Spatium users are some of the least mobile
  63. people in Imperian. Attach/Warp is a non-channeled prism stopped by mono/holy/haze, and Evade should
  64. be renamed to "Sneak" since it offers great infiltration ability but little in the way of active
  65. mobility. Just tacking a pure copy of a skill like backflip or frontflip wouldn't be fitting for a
  66. Spatium user, either, so improving the power of their control of space should be done in a way that
  67. requires more careful control.
  68. ------------------------------------------------------------------------------
  69. Solution #1:
  70. Add a new ability to Spatium called Step. Syntax: WORM STEP (direction). The Spatium user reattaches
  71. their personal wormhole to the room in the specified direction, allowing them to step past obstacles
  72. in their way. From the effort, their current attachment is broken. If no attachment is currently
  73. held, the swift attach balance is used. The types of movement hinders that are bypassed or counter
  74. Step should be equivalent to Backflip and similar abilities. This would allow one quick assault of
  75. step -> swift attach/begin attacking, but continuous movement would be greatly slowed.
  76. Solution #2:
  77. The same as solution 1, but Stepping would have a significantly reduced or eliminated equilibrium
  78. cost with swift attach balance available, but using it without would have a higher cost akin to
  79. attaching (~4s). This would give the Spatium user a quick burst of mobility on a lengthy enough
  80. cooldown to allow those with more consistent mobility a chance to pursue.
  81. Solution #3:
  82. Same as solution 1, but stepping would require and use swift attach balance. This would make it a
  83. movement ability with a 15 second cooldown, allowing for a bit more power in the form of lower cost
  84. or bypassing more obstacles.
  85. ------------------------------------------------------------------------------
  86.  
  87. SHAMANISM:
  88.  
  89. Report #378
  90. ------------------------------------------------------------------------------
  91. Submitted by: --- Status : Submitted
  92. Skillset : Shamanism Skillname : Jinx
  93. ------------------------------------------------------------------------------
  94. Problem:
  95. Jinx was added to better bridge wytch affliction pressure with Cadmus/Belial flares. It was then
  96. subsequently changed because it proved to be too good at its intended goal. The main problem with
  97. the most recent changes (providing additional cure methods) is that they were also combined with an
  98. increase in the time to afflict with a curse and dust attack if jinx is present and cadmus flares.
  99. As Clever: 1.37s for the swiftcurse itself, 1.55s for swiftcurse/dust, but 1.73s with jinx active.
  100. This is actually even worse than it used to be pre-jinx as the fast statpack permitted afflictions
  101. to be flung even faster than an L1 balance permits these days. The net result of this double nerf
  102. was that the cost-benefit of trying to use jinx was reduced, given how a difficult skill to track
  103. was made even more difficult due to the expansions in how it can be cured. Without using jinx,
  104. wytchen are thrown back into the same situation as it relates to affliction pressure as before jinx.
  105. The current situation is exacerbated by the fact that classes relying upon mental affliction
  106. tracking are expected to live with significant error margins while at the same time redesigns of
  107. other professions have pushed the idea of 'smart tracking' to a new height within the current meta -
  108. i.e. Outrider and Berserker. As a minor classlead round, this overarching mental tracking theme is
  109. too large to address. Instead, the goal here is to make using and sticking Jinx a more appealing
  110. route for a Wytch.
  111. ------------------------------------------------------------------------------
  112. Solution #1:
  113. Provide third-person cure messages for Jinx. Reduce the speed of swiftcurse/dust under jinx to 1.55s
  114. from 1.73s.
  115. Solution #2:
  116. Type MORE to continue reading. (86% shown)
  117. H:580 M:308 <eb db> [0h/-6m] AFF:0 MENT:0more
  118. Provide third-person cure messages for Jinx. Reduce the balance time of applying jinx from (clever
  119. statpack) 2.00s to 1.55s, to fall in line with other shamanism afflictions.
  120. Solution #3:
  121. Provide third-person cure messages for Jinx.
  122. ------------------------------------------------------------------------------
  123.  
  124. MALIGNOSIS:
  125.  
  126. Report #365
  127. ------------------------------------------------------------------------------
  128. Submitted by: Fensrun Status : Unsubmitted
  129. Skillset : Malignosis Skillname : Flay
  130. ------------------------------------------------------------------------------
  131. Problem:
  132. Demon flay has two very deleterious downsides. Firstly, you do not learn *which* mental affliction
  133. has been cured--which means that tracking mentals, already a tricky affair, becomes that much harder.
  134. Flay does not do enough damage to be a finisher in its own right, so the lack of continued
  135. trackability severely impedes its usefulness. Second, it will cure madness; I believe that it
  136. shouldn't, because madness is a sui generis affliction that's necessary for a kill condition (c.f.,
  137. frostheart) and which has restricted cure methods (e.g., it cannot be cured by tree) and also
  138. because this is an unduly harsh punishment for team dis-coordination: it is not a matter of not
  139. being as efficient as possible for a Diabolist to flay while a Summoner is working towards enlighten,
  140. but rather entirely ruins the latter's offence.
  141. ------------------------------------------------------------------------------
  142. Solution #1:
  143. Like soulstorm, make demon flay's message (first-person, second-person and third-person) include the
  144. affliction cured.
  145. Solution #2:
  146. Remove madness from the pool of afflictions cured by demon flay. This is in addition to solution 1,
  147. not in exclusion with. Optionally, do not include madness to count towards demon flay's damage-
  148. determining mental affliction count.
  149. Solution #3:
  150. ------------------------------------------------------------------------------
  151.  
  152. HUNTING:
  153.  
  154. Report #375
  155. ------------------------------------------------------------------------------
  156. Submitted by: --- Status : Submitted
  157. Skillset : Hunting Skillname : Bite
  158. ------------------------------------------------------------------------------
  159. Problem:
  160. Bite, and other surge type skills, require the user to SURGE <animal>. This can be annoying to
  161. manage if one often uses different types of animals.
  162. ------------------------------------------------------------------------------
  163. Solution #1:
  164. Change the syntax for these skills to SURGE <type> so that one simply has to SURGE BITE and so on.
  165. This will make it easier for an Outrider to work with whatever animals they have with them.
  166. Solution #2:
  167. Solution #3:
  168. ------------------------------------------------------------------------------
  169.  
  170. BEASTMASTERY:
  171.  
  172. Report #384
  173. ------------------------------------------------------------------------------
  174. Submitted by: --- Status : Submitted
  175. Skillset : Beastmastery Skillname : Heirloom
  176. ------------------------------------------------------------------------------
  177. Problem:
  178. Currently, buried heirloom items can be dug from its place by anyone, causing the owner to lose the
  179. return point without resistance. Moreover, when the wolf is killed, the "new" wolf that has been
  180. called loses its ability to track the heirloom, buried or unburied.
  181. ------------------------------------------------------------------------------
  182. Solution #1:
  183. Make it so that buried heirloom can only be dug by the owner and allow the new wolf to remember the
  184. existing heirlooms.
  185. Solution #2:
  186. Solution #3:
  187. ------------------------------------------------------------------------------
  188.  
  189. SHADOWBINDING:
  190.  
  191. Report #373
  192. Submitted by: --- Status : Submitted
  193. Skillset : Shadowbinding Skillname : Shadowveil
  194. ------------------------------------------------------------------------------
  195. Problem:
  196. Currently, shadowveils cost 3 silver, 1 glass, and 3 obsidian. The silver and glass are negligible
  197. for a newbie, but obsidian is a much rarer and more valuable commodity with the way that shrines are
  198. created. This can make it somewhat costly or difficult for new players who choose the Defiler
  199. profession to gain access to some of their basic abilities.
  200. ------------------------------------------------------------------------------
  201. Solution #1:
  202. Lower the number of obsidian required to create a shadowveil from 3 to 1.
  203. Solution #2:
  204. Change the obsidian cost to stone.
  205. Solution #3:
  206. Remove the commodity cost from creating shadowveils altogether, and maybe just put a reasonable
  207. cooldown on creating them.
  208. ------------------------------------------------------------------------------
  209.  
  210. TAROT:
  211.  
  212. Report #381
  213. ------------------------------------------------------------------------------
  214. Submitted by: Eldreth Status : Unsubmitted
  215. Skillset : Tarot Skillname : New
  216. ------------------------------------------------------------------------------
  217. Problem:
  218. Every single profession in the game, aside from summoner, has either access to the fitness skill or
  219. has a active and/or passive, random affliction healing ability baked in to their base skills. This
  220. ability is particularly important in the current meta of the game. To even marginally emulate this
  221. effect, a summoner is forced to use one of their possession slots for Cadmus, which is gated at 15
  222. seconds and provides the slowest class-specific active random affliction curing in the game. This
  223. classlead would put a summoners active curing ability on par with other recent, prof-specific active
  224. curing changes, by creating a new tarot card.
  225. ------------------------------------------------------------------------------
  226. Solution #1:
  227. Create a new tarot card whose expressed purpose is curing a random aff, ala wytch dustthrow cure.
  228. Solution #2:
  229. Provide FOCUS CADMUS, at current cooldown, as a skill available to all summoners, regardless of
  230. possession. Reduce FOCUS CADMUS cooldown to 10 seconds with cadmus possession.
  231. Solution #3:
  232. ------------------------------------------------------------------------------
  233.  
  234. NOCTU:
  235.  
  236. Report #379
  237. ------------------------------------------------------------------------------
  238. Submitted by: Eldreth Status : Unsubmitted
  239. Skillset : Noctu Skillname : Incinerate
  240. ------------------------------------------------------------------------------
  241. Problem:
  242. Recent changes to incinerate put the benefits of the skill (increased damage pressure and affliction
  243. pressure) more in line with its significant initial and recurring taint costs. That said, the latter
  244. benefit in particular is hindered because the initial firing of the skill "double dips" the taint
  245. pool - the balance is so long that it actually costs 75% (60+15) before the summoner can execute
  246. another action. Affliction momentum is also hit in the process. This is an exceptional penalty for
  247. what is effectively a bridge skill used to ramp up a kill path.
  248. ------------------------------------------------------------------------------
  249. Solution #1:
  250. Halve the base time to activate incinerate, and halve the initial damage output of the skill. This
  251. would put the length of activation more in line with ashcloud, the summoners other passive ability
  252. that is fueled off taint consumption, and allow the skill to better serve as a bridge for either a
  253. damage or an affliction kill path.
  254. Solution #2:
  255. Solution #3:
  256. ------------------------------------------------------------------------------
  257.  
  258. DEVOTION:
  259.  
  260. Report #382
  261. ------------------------------------------------------------------------------
  262. Submitted by: Iniar Status : Submitted
  263. Skillset : Devotion Skillname : Convergence
  264. ------------------------------------------------------------------------------
  265. Problem:
  266. Convergence has a very long equilibrium time (3.6 with a diadem, 4.2 without). This is around 2
  267. rounds of a fight before a devotionist gets to start attacking, which is a huge length of time given
  268. the group based meta and the push for more mobile fights with the introduction of more earthburst
  269. style abilities.
  270. ------------------------------------------------------------------------------
  271. Solution #1:
  272. Allow for a free convergence every x seconds (20?), much like the changes to wormhole attaching and
  273. shamanism marks.
  274. Solution #2:
  275. Reduce the base equilibrium of convergence to around 3 seconds or so and allow it to be combined
  276. with weaponmastery combos (so it would replace an engage or flare etc on the initial combo, but not
  277. entirely lock out the offense).
  278. Solution #3:
  279. Reduce the equilibrium time and consider making it balance (so there is not such a massive disparity
  280. between artefacted and unartefacted).
  281. ------------------------------------------------------------------------------
  282.  
  283. Report #377
  284. ------------------------------------------------------------------------------
  285. Submitted by: --- Status : Submitted
  286. Skillset : Devotion Skillname : Flare
  287. ------------------------------------------------------------------------------
  288. Problem:
  289. I am going to draw comparrison to other knights in this report, as the classes are essentially
  290. played identically, where most of the variation comes from the enhancements. Faithroot has
  291. practically become a requirement for templars in the current meta. Burning a rite is an unreasonable
  292. expectation given the new more momentum based nature of knight offense, so faithroot (and the
  293. associated damage reduction) is absolutely required. Not only does this force templar to suffer a
  294. massive reduction in offensive output, it forces them to waste an enhancement, further penalising
  295. the offense just to be able to use a class ability that is basically stock for all knight
  296. professions now. As for the damage, a fully artefacted sensitive flare does less than an
  297. unartefacted soulstorm (with the soulstorm bonus, no sensitivity). This is likely a product of the
  298. faithroot reduction combined with fire damage being the most highly resisted damage type. With
  299. equivalent artefacts, soulstorm does around twice as much. This is before factoring in potential
  300. sensitivity (a reasonable expectation in both solo combat and team combat). Sowulu is not modified
  301. by artefacts, but does on the order of 40% more than faithrooted flare with full artefacts. Without
  302. artefacts, flare isn't worth bothering with, as you're better off just not using faithroot and
  303. picking up a second damage enhancement. This is not a sacrifice expected of any other knight
  304. profession, and templar lacks any reason to impose this limitation. . Of course, there is still the
  305. option to not use faithroot and actively burn rites. With the reduced rite pool that are flarable,
  306. this leaves templar with around 5 combos before they lose this aspect of their offense, while also
  307. throwing away much of the classes combat utility.
  308. ------------------------------------------------------------------------------
  309. Solution #1:
  310. Remove faithroot. It adds nothing to templar's kit other than being a placeholder, and templar does
  311. not need anything more in the enhancements department. Set flare damage to a value between current
  312. faithroot flare damage and current non faithroot damage. This should be safe as both damage values
  313. have been tested previously, so a middle ground should pose no issues. Remove the rite consuming
  314. nature of flare; it already has the built in ICD (like sowulu) which is a significant enough
  315. limitation for stacking it in teams.
  316. Solution #2:
  317. Leave things as is, but change flare from the most resisted damage type in the game to a similarly
  318. obscure one as soulstorm/sowulu. Lightning would be a thematically fitting option. Alternatively,
  319. repurpose faithroot to change the damage type, if removal is undesirable.
  320. Solution #3:
  321. A combinations of solutions 1 and 2, where flare damage would remain unchanged, the damage type
  322. would change and faithroot and the rite consuming nature of flare would be repurposed/scrapped.
  323. ------------------------------------------------------------------------------
  324.  
  325. WYRMRIDING:
  326.  
  327. Report #383
  328. ------------------------------------------------------------------------------
  329. Submitted by: --- Status : Submitted
  330. Skillset : Wyrmriding Skillname : Bloodscent
  331. ------------------------------------------------------------------------------
  332. Problem:
  333. Bloodscent ticks seems to be really slow and it's hard to predict if the enemy has enough bleeding
  334. after several attacks from last tick of the bloodscent or has the target clotted all the bleeding
  335. already. In this case, the information is already outdated after several rounds of exchanging
  336. attacks. The ticks are really slow paced especially in group combat, and it's more reliable to push
  337. only maximum damage or other kill methods, which makes bleeding rather useless in that situation,
  338. unless the tick just happens on the right time.
  339. ------------------------------------------------------------------------------
  340. Solution #1:
  341. Make the bloodscent tick more often to make it a bit more useful.
  342. Solution #2:
  343. Make it possible to adjust how often the bloodscent ticks.
  344. Solution #3:
  345. ------------------------------------------------------------------------------
  346.  
  347. Report #366
  348. ------------------------------------------------------------------------------
  349. Submitted by: Fensrun Status : Unsubmitted
  350. Skillset : Wyrmriding Skillname : Shatter
  351. ------------------------------------------------------------------------------
  352. Problem:
  353. Shatter is problematic in groups: one frostheart from one Outrider lasts a long time (60 seconds--
  354. eternity in a team fight) and cannot be cured while granting hypothermia from all chill effects that
  355. are not blocked by caloric; hypothermia state is very, very easy to track--there's no guessing about
  356. whether someone is shatterable or not; many classes have an innate way to directly support a shatter
  357. kill and everyone can apply useful salve pressure to hinder and prevent escape; supporting a shatter
  358. kill does not require tracking--mashing chill effects is always optimal if you are not going to
  359. deliver the killing blow; deepfreeze is available as an artifact and delivers two chill effects at
  360. once to a whole room, making shatter *really* easy and potentially allowing several targets to be
  361. prepared at once; kai cripple and kai strike exist, and both have great synergy with shatter; there
  362. is no defence to a well-done team shatter--even with high caloric priority, you will quickly fall
  363. behind, and the salve pressure keeps you from shielding because your arms will be broken. Finally,
  364. there is no cooldown on any of that and the margin of failure is very large: the script can be
  365. followed identically for each kill in succession, and so long as salve pressure is kept up, a failed
  366. attempt is very salvageable. Enlighten, a comparable affliction-gated instakill, is much harder to
  367. pull off in groups: practical enlightens require tracking from at least the Summoner and often from
  368. all parties, have narrow windows and can totally reset if you miss them slightly, have long
  369. cooldowns between attempts, and are often much easier to defend. Cirisosis also requires tracking
  370. and has similar constraints to enlighten. Shapeshifting Rupture can be similarly problematic, but
  371. stacking on a herb means it's easier to defend than a salve, and consequently forces a more
  372. sophisticated level of tracking than salve afflictions.
  373. ------------------------------------------------------------------------------
  374. Solution #1:
  375. Change frostheart to be bound to the Outrider as well as the target: chill effects will only do
  376. extra damage and deliver hypothermia if they come from that Outrider. Multiple Outriders should be
  377. able to put separate frosthearts of their own on a target. This would not affect one-on-one at all.
  378. Solution #2:
  379. Put a cooldown on hypothermia gain: one level gained every 2 seconds sounds about right. This would
  380. allow teams to hasten a shatter, but without allowing absurd insta-shatters that are possible today;
  381. supporting with other salve afflictions would also remain useful. This would marginally affect one-
  382. on-one combat: deepfreeze from bracers of frost becomes inferior to Outrider's class attacks, which
  383. is a benefit for balanceability and outlier-reduction.
  384. Solution #3:
  385. Require the target not to have the caloric salve defence for frostheart to be given; if the target
  386. is protected, the attack fails and consumes balance. This would add an extra stage of preparation in
  387. one-on-one fighting, but does not fundamentally change the achievability of shatter in that context.
  388. ------------------------------------------------------------------------------
  389.  
  390. SUPREMACY:
  391.  
  392. Report #376
  393. ------------------------------------------------------------------------------
  394. Submitted by: --- Status : Submitted
  395. Skillset : Supremacy Skillname : Trigger
  396. ------------------------------------------------------------------------------
  397. Problem:
  398. This is a QoL classlead that seeks to once and for all remove some annoying situations with the
  399. skill mentioned. Trigger in supremacy lacks several user-friendly messages that holds no balance-
  400. issue but just adds unnecessarily amount of coding for the hunter. Several classleads has been done
  401. in order to simplify the part of scripting required without changing the nature of the ability in
  402. great success, but trigger has been left undone. The following messages is: 1) for when a trigger is
  403. removed. 2) which trigger that fired upon opponent curing. 3) the messages for a target already
  404. having triggers active.
  405. ------------------------------------------------------------------------------
  406. Solution #1:
  407. Make the basilisk report which trigger that fades to the caster (telepathically of course). I.E: "A
  408. * basilisk informs you that a (affliction-name/shield/condition) trigger has faded from X" obvious
  409. something better is needed. The fire message could just add which trigger that fired: The
  410. (affliction/shield/condition) trigger affects (target) with (aff1) and (aff2). And the final message
  411. is for when a target already holds triggers and the hunter attempts to use another. From simply that
  412. it cannot hold further triggers into the basilisk telling which triggers that is active upon the
  413. target, perhaps something along the lines of: "(target) is already affected by a
  414. (affliction/condition) and (condition) and (condition) trigger." The amount is simply for the 2 | 3
  415. restriction that exists for affliction triggers and others.
  416. Solution #2:
  417. Solution #3:
  418. ------------------------------------------------------------------------------
  419.  
  420. RUNELORE:
  421.  
  422. Report #368
  423. ------------------------------------------------------------------------------
  424. Submitted by: Khizan Status : Unsubmitted
  425. Skillset : Runelore Skillname : Totems
  426. ------------------------------------------------------------------------------
  427. Problem:
  428. Totems are an incredibly powerful offensive opening move that comes with no significant sacrifice.
  429. Artifact totems can hit for 60% of somebody's max health, or 50% with a transfix. The problem here
  430. is that the change that made propping a totem into a non-channeled action also changed things so
  431. that a Wytchen can prop their totem up while attacking normally. This allows for offensive totem use
  432. in the middle of a fight via Danaeus+Tentacle or similar means without any reduction in the Wytch's
  433. offense. The problem here is that the totem provides too much offensive potential without the kind
  434. of sacrifice that all other abilities of similiar power requires. Warding's Wedge is channeled, and
  435. Runeguards sacrifice their offense when using a totem because the two-handed totem doesn't allow
  436. them to wield weapons. Wytchen are alone in getting to prepare a 60% health strike without losing
  437. offensive potential.
  438. ------------------------------------------------------------------------------
  439. Solution #1:
  440. Change it so that cursing people requires that the Wytchen have an empty hand. This makes thematic
  441. sense since the Wytchen curses involves pointing at the target, and it limits Wytch use of the totem
  442. in the same way that Runeguard totems are limited; wielding the two-handed totem will limit them to
  443. dustthrow/prophecy.
  444. Solution #2:
  445. Make offensive actions drop the totem, so that a runelorist has to choose between their offense and
  446. their totem.
  447. Solution #3:
  448. ------------------------------------------------------------------------------
  449.  
  450. Report #369
  451. ------------------------------------------------------------------------------
  452. Submitted by: --- Status : Submitted
  453. Skillset : Runelore Skillname : Ansuz
  454. ------------------------------------------------------------------------------
  455. Problem:
  456. Vortex has simultaneously the best range, the least things that stop it, an exceptionally long
  457. duration, and is coupled with being entirely passive once activated. There are no other modern
  458. beckon mechanics that remotely come close to this kind of potency, and rightfully so. It grants an
  459. incredible amount of area control (splitting groups attempting to engage in melee). It does this
  460. while remaining purely as a supplementary addition, as it leaves the ansuzer free to perform other
  461. support actions (which both relevant classes have many of), and has no opportunity cost outside of a
  462. greenink. Compounding these issues, there is no way to remove an active ansuz in any kind of
  463. reallistic scenario (other than that of necessitating the death of the ansuzer: unreasonable), the
  464. ansuzer loses nothing by permanently uptiming a ansuz (other classes must all spend significant
  465. balance on the only other ranged beckon mechanics which are all also massively inferior), and ansuz
  466. bypasses all standard anti beckon measures that a person may employ against the other mecanics of
  467. ansuzes nature (off balance, hinders, etc). To add to the final point, this situation allows one to
  468. drag someone through traps/totems/runes/cards/etc, keeping them permanently entangled while also
  469. moving them through multiple rooms. A modern ability would be lucky to get one of the benefits of
  470. ansuz, and would be an amazing ability for it. Having all of them is excessive in the extreme.
  471. ------------------------------------------------------------------------------
  472. Solution #1:
  473. Have ansuz retain its range/duration, but be stopped by anti beckon measures (off balance, hindered,
  474. etc).
  475. Solution #2:
  476. Change ansuz to be an ability with x charges(5?). Once sketched, the runelorest may "ACTIVATE ANSUZ"
  477. to gain the current effect (one tick of pulling the target), consuming balance in the process and
  478. using up one of the charges. Only the sketcher should be able to do this, to avoid multiple
  479. runelorests burning all the charges for a huge burst of forced movement. Add the ability to SCUFF
  480. ANSUZ for all players (similar to TEAR UNIVERSE), removing the ansuz (or removing some charges
  481. alternatively). Alternatively add this functionality to devotion imbibe and runelore smudge, if
  482. class exclusivity is preferable. If this route is followed, ansuz should likely become a cheaper ink
  483. (blue or yellow maybe) to account for more frequent sketching.
  484. Solution #3:
  485. Reduce the range/duration of ansuz, and make proning/hindering the ansuzer disrupt the ansuz.
  486. ------------------------------------------------------------------------------
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