New skill based off a bad old skill

by Gregori

Back to Common Grounds.

Gregori2005-05-12 10:55:11
Here we have skills that facilitate movement listed below. Forgive me if I miss some:


Teleport - travel to any person on the same plane, for 0 power. Monolith on either end blocks
Teleport Nexus - Longer time than teleport, returns you to your nexus, for 0 power, monolith on teleports end blocks
Flow - Travel to any person in forest from forest, for 0 power
Hermit - Travel to a key location, not sure if Monolith stops it, to lazy to read through the nerf threads and see
Catacombs - Travel to any village, haven't seen Monolith stop it, nor seen it use power.

Power Cost skills:
Spores - Travel from any location to the location of the mushroom circle, for 1 power to get 25+ spores. Monolith on snorting end blocks

Old Skill:
Totem Return - return to your bonded totem from anywhere on the same plane for 3 power, takes the same amount of time as teleport nexus, blocked by monolith on either end, and uses power whether it fails or succeeds. You do not know it fails till the end of the timer.

New Skill:
Forest|Geo|Aqua cast Center - Same as Totem Return only it takes you to your Demesne Center, and you must be in your Demesne environment to use. Same time frame, same power cost, same reasons for failure.

Now, my understanding was skills that used power were called Feats, and the more power involved, the more powerful the Feat. Why is it, the two highest costing Feats, in those skills, are worse than the skills which cost no power at all?

If nothing else, both Totem Return and Center, should alert you to failure from Monolith instantly, and considering they cost 3 power, and there is more than enough ways to stop someone/kill someone before they teleport out, they should go through Monolith completely.
Unknown2005-05-12 11:12:12
I concur.

For druids, if theres someone else in your demesne, you can just flow, then center without power cost. It seems very unnescisary.
Shamarah2005-05-12 11:12:20
Suggestion: Have Center not cost power and time if you're actually in your demesne.

Personally I'd prefer if it was instant all the time, but I'm not sure that's going to happen.

EDIT: Never mind, it does actually do that. I still think extra-demesne center should be instant though... all the other archetypes get escape methods...
Hajamin2005-05-12 14:53:31
Is there anything players won't complain about? This was requested on TWO envoy reports, and is EXACTLY what they requested. Only difference is, it was asked for 10 seconds, I gave you less than that. Also it asked for 3-5p cost, I gave you 3p.

I really love spending hours making new things for players, just to hear "That's it?" or "That sucks" when I give you exactly what you requested.

explode.gif
Geb2005-05-12 14:57:20
QUOTE(Shamarah @ May 12 2005, 12:12 PM)
Suggestion: Have Center not cost power and time if you're actually in your demesne.

Personally I'd prefer if it was instant all the time, but I'm not sure that's going to happen.

EDIT: Never mind, it does actually do that.  I still think extra-demesne center should be instant though... all the other archetypes get escape methods...
116717



My request for it was to work like Crystalhome (Magi in the other IRE games), but the way it is now should be good enough. I do think monoliths should not stop the teleport, but any action performed by the caster while in the process of teleporting should.
Unknown2005-05-12 15:01:31
Don't worry Lord Hajamin, we knights won't complain about any updates that come to us *nods*
Gregori2005-05-12 15:06:29
I don't mind the time delay if you read my post.

I mind the fact that a 3 power skill is blocked by something that lesser skills are not bothered by, and that you don't find out for 8 seconds that you failed, because it was blocked by such, yet you still lose the power for it. Which is the exact same complaint Stag users have made about Totem Return since day one, and all the change to Center is, is Totem Return given to Demesne Center.
Elryn2005-05-12 15:48:57
I quite like the demesne return thing. It'll be nice to have a shortcut back to my demesne, which can be raised anywhere unlike totems. happy.gif

Oh, and the demesne centre is lovely!
Acrune2005-05-12 15:51:15
Dont worry Hajamin, I love the changes. wub.gif happy.gif

Thanks for em all cool.gif
Roark2005-05-12 16:08:38
The 1p for spores is not totally comperable for a couple reasons.
1) Spores takes more time to set up. If you forgot to set up the spores in advance and wait the long time for them to appear, you have no teleport.
2) There is a risk someone will steal your spores, making setup harder.
3) The spores can be used by others who manage to steal them, whereas no one can "steal" a demesne center spell.

That is why spores is cheaper.
Terenas2005-05-12 16:42:26
QUOTE(Guardian_Shiro @ May 12 2005, 03:01 PM)
Don't worry Lord Hajamin, we knights won't complain about any updates that come to us  *nods*
116784


Unless they're downgrades. tongue.gif
Sylphas2005-05-12 17:04:35
Demesne Center is much better than totem return, because it's actually useful. If nothing else, I can waste 4/5 power for a hermit equivalent. If someone is raiding or something in my demesne, flow is infinitely better. But Center I can use at other times, outside of combat.

Totem Return still needs a LOT of work. I'd suggest not having actions interrupt it, at the least.
Terenas2005-05-12 17:07:00
QUOTE(Sylphas @ May 12 2005, 05:04 PM)
Totem Return still needs a LOT of work.  I'd suggest not having actions interrupt it, at the least.
116856


I suggested some changes to it, such as being instant but keeping the power cost and having all the restrictions that spores has. It'll be good if that goes through.
Dan2005-05-12 17:18:11
do knights even have any teleportation skills other than Teleport? Not that I have a problem because when I teleport its not out of hostile situations.. and when I remake I will just kill em wink.gif

EDIT: to clarify.. like.. if they are attacking me, I wont run with teleport smile.gif
Terenas2005-05-12 17:21:45
QUOTE(Dan @ May 12 2005, 05:18 PM)
do knights even have any teleportation skills other than Teleport?  Not that I have a problem because when I teleport its not out of hostile situations.. and when I remake I will just kill em wink.gif

EDIT:  to clarify.. like.. if they are attacking me, I wont run with teleport smile.gif
116865


Serenguards that chose Stag can have Totem Return, but it's stopped by monolith at the totem's end on top of all the restrictions of teleport and costs 3 powers. So yeah, Knights have no other forms of teleporation aside from Teleport. biggrin.gif
Revan2005-05-12 17:26:13
The ONLY problem with the demesne center is that it costs 3p from the initial cast, and then if there's a monolith, you fail after waiting 8 seconds. I don't care if there's a monolith in the room you're in, however if there's a monolith in the room that's the center, then you should be able to center regardless. Also, you should NOT lose power if it fails from a monolith that's initially there. However, if someone plops in and drops a monolith, i can understand. If there's a monolith there already, you should get a message saying that you cannot perform the spell, and you don't lose power.
Shiri2005-05-12 17:28:28
QUOTE(terenas @ May 12 2005, 06:21 PM)
Serenguards that chose Stag can have Totem Return, but it's stopped by monolith at the totem's end on top of all the restrictions of teleport and costs 3 powers. So yeah, Knights have no other forms of teleporation aside from Teleport.  biggrin.gif
116868



EDIT: ninja.gif
Navaryn2005-05-12 17:50:46
Ghost is an escape skill, not a travel skill.

Not the same thing.
Shiri2005-05-12 17:59:50
...oh yeah.

...hide.gif Nevermind!
Unknown2005-05-13 01:45:05
QUOTE(roark @ May 12 2005, 06:08 AM)
The 1p for spores is not totally comperable for a couple reasons.
1) Spores takes more time to set up. If you forgot to set up the spores in advance and wait the long time for them to appear, you have no teleport.
2) There is a risk someone will steal your spores, making setup harder.
3) The spores can be used by others who manage to steal them, whereas no one can "steal" a demesne center spell.

That is why spores is cheaper.
116818



Spores need something done to them. Please.

At least make so non-wiccans cannot determine where they lead, and instead see just a hazy blurry image when they sniff them. unsure.gif