Some changes to both Glom/Seren Druidry

by Unknown

Back to Ideas.

Unknown2005-05-03 18:48:17
1) Give Squirrels/Pathtwist to Blacktalon
2) Add Two Seren-unique skills to Hartstone (They'd keep Squirrels/Pathtwist)
3) Make pathtwist work so that any given direction they move, there's a (summon resist formula) chance that the direction leads to the Druid(assuming he's still in the room he used it in) or, if to the Druid is unfeasible, maybe to the Center of the Demesne.
Shiri2005-05-03 18:53:32
QUOTE(Visaeris)
3) Make pathtwist work so that any given direction they move, there's a (summon resist formula) chance that the direction leads to the Druid(assuming he's still in the room he used it in) or, if to the Druid is unfeasible, maybe to the Center of the Demesne.
That's what pathtwist DOES, incidentally. (It leads to the centre.)

As for the others: Why do you think you need squirrels/pathtwist? (Pathtwist is useless, so I don't think anyone would object to you having that, but your squirrel-alternative is better anyway.)
Terenas2005-05-03 18:59:23
No?

Out of all the skillsets that need upgrading, I sincerely doubt that Hartstone or Blacktalon needs Druidry upgrading.
Bau2005-05-03 19:06:03
Hartstone didn't seem to have many problems with druidry except a few bugs.
Unknown2005-05-03 23:37:27
QUOTE(Shiri @ May 3 2005, 11:53 AM)
That's what pathtwist DOES, incidentally. (It leads to the centre.)

As for the others: Why do you think you need squirrels/pathtwist? (Pathtwist is useless, so I don't think anyone would object to you having that, but your squirrel-alternative is better anyway.)
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It's not that we need squirrels, it just makes sense, I think. Maybe I'm crazy. As for pathtwist, we just need sooome form of summoning/forcing an opponent to where you want them to be. Even if it's pathtwist.

Mostly I was thinking that Hartstone could use some upgrades.
Sylphas2005-05-03 23:59:52
You have that. Wisp, remember? dry.gif
Unknown2005-05-04 00:07:18
QUOTE(Sylphas @ May 3 2005, 04:59 PM)
You have that.  Wisp, remember?  dry.gif
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Shadowwdancers have that.
Unknown2005-05-04 00:07:53
Druids, not Wiccans.
*thwap*
Sylphas2005-05-04 00:08:28
I know, I'm just mentioning the argument everyone else uses.
Unknown2005-05-04 00:10:42
No. Blacktalon's demesnes do not need the additional damage of squirrels, seriously. Your demesne gives sensitivity as well, ouch. The Blacktalon demesne is superior to the Hartstone demesne and does not need additional boosts.

I'd go as far to say, and I know almost everyone agrees with me, that all demesnes need to be downgraded as to not be so inhibiting.
Sylphas2005-05-04 00:15:53
Yes, they do. Then make sure mages/druids can tank well enough to fight without the extra hindering, and give us good enough active abilities to make up for it.

EDIT: Except for the fact that our whole archetype is built around passive effects over a wide area. Almost forgot about that.
Unknown2005-05-04 00:17:26
Exactly. Upgrade active effects, downgrade passive effects. Stun is ridiculous, paralysis is ridiculous. Though Stun > Paralysis.

Edit: Oh the passive effects would still stay, they just certainly don't need MORE additional upgrades on any of the demesnes, and stun/paralysis/treebane/(the water that knocks you around) could stand a tweaking.
Murphy2005-05-04 01:04:38
I think all inhibitor movement or passive movement should be killed off.

aquas have the currents and summon, geos have rubble, hartstone has treebane. It should all require them to actively do somthing apart from putting a demesne up to move you around...

Sylphas2005-05-04 02:27:16
Correction, we have Treelife. Treebane is an active ability and can be cured.
Shiri2005-05-04 02:28:31
Treebane can be cured? With focus spirit, is that? :/
Sylphas2005-05-04 03:17:41
Yep.
Unknown2005-05-04 10:48:58
QUOTE(Sylphas @ May 3 2005, 04:27 PM)
Correction, we have Treelife.  Treebane is an active ability and can be cured.
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Treelife is what I meant.
Unknown2005-05-04 13:41:19
Uhmm... pathtwist must be rather bad then because I've never seen it... in fact never heard of it before. The idea of the ability sounds really cool and even useful, I just wonder what stops it from being useful... *ponders*

I don't think we need extra abilities yet really... should leave our skills to practise with for a while to see how useful they really are.
Sylphas2005-05-04 14:39:41
You have to be in the room with them to use it. It costs 5 power. Then you have to Center, and wait for them to move.
Unknown2005-05-04 17:20:08
QUOTE(Sylphas @ May 4 2005, 07:39 AM)
You have to be in the room with them to use it.  It costs 5 power.  Then you have to Center, and wait for them to move.
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Should be changed to 3 power and need to be in the center to use it.