Envoy Reports 2

by Viravain

Back to Common Grounds.

Viravain2011-11-05 07:33:27
As with all threads too long, here's a fresh new one for you all to play with.
Unknown2011-11-09 01:08:56
ANNOUNCE NEWS #1902
Date: 11/9/2011 at 1:06
From: Iosai the Anomaly
To : Everyone
Subj: Envoy Reports - October 2011.

ENVOYS
------

o Aeonics TimelessBody now protects against pierced arms and legs, and
no longer protects against weakness or mangled tongue. Report 555.

o Wildarrane FaeDitty will now only increase a player's eq timer by 0.5
seconds if they are already off-equilibrium. Report 721.

o Druidry Spores will now show a room line to those who are not
affected. Report 715.

o Pyromancy Heatwave will now show a room line to those who are not
affected. Report 715.

o Traps can now be reconcealed at any time, however, they will not be
eligible to fire until 15 seconds after the last time they were
triggered. Report 705.

o Ecology Smudges will now hit at both trees and ground elevations.
Report 701.

o Kata Gouge may now be used on any hand attack (armed or unarmed) and
causes bleeding that does not scale to wounds or damage (approx 30 per
hit). Report 698.

o Axelord HeftyAxe and Pureblade HeftySword now show messages to the
attacker when they trigger. Report 713.

o Pureblade HeftySword will now reduce the chance to parry with that
weapon/shield for 8 seconds. Report 713.

o There are now distinct messages for Pyromancy Flashfire which will
reveal the target's current burn level. Report 702.

o It is now possible to envenom Stagform antlers. Goring someone will
rub off the venom, though they are still subject to poison shrugging.
Report 629.

o Stag Gore damage will no longer be blocked by a Rune of Absorption.
Report 629.

o Starhymn GuardianAngel will now cost 2 power (increased from 1),
reduce damage by 30% (increased from 15 DMP), and roll the song back by
1 stanza (reduced from 2). Report 707.

o Nekotai Angkai now costs 200 ka (reduced from 350). Afflictions will
only be given if the user has 3 or more momentum. Report 698.

o Dreamweaving Sleepmist will now cause a mana drain when a player moves
through an affected room. This effect is negated by a protection scroll.
Report 580.

Penned by My hand on the 7th of Kiani, in the year 310 CE.


Penned by My hand on the 7th of Kiani, in the year 310 CE.
Enyalida2012-01-05 01:29:44
Now that fabulous weather changes have gone through and wind has returned to the basin, as well as extending to the Ethereal plane:

I motion to un-table REPORT 599, and reopen it for consideration, if at all possible.

Estarra:

Regarding Report 599 (druid immunity to weather wind knock down), that was specifically tabled because of ongoing review of weather.


Yes, I'm aware there is an artifact that performs the same function, just as there is an artifact that replicates the mage's abilities. Having similar protections in their natural environment (in the trees) will help lend parity to the odd Druid Mage relationship.
Rivius2012-01-05 01:34:05
I honestly think druids should have a built in skill like "sticky feet" that prevents you from falling from trees unless shoved. There really isn't a good reason why this doesn't exist. Heck, even solution 2 is something you should definitely have.
Enyalida2012-01-05 01:36:13
I dunno, I kind of fancy a name like "Treeborn" for the skill, indicating that it's a wholly natural occurrence, that you're just in tune with the winds and the trees so that when the trees sway due to the wind, you sway with them.

EDIT: That's the idea also, as long as you take 'shoved' to include skills like highjump/hexagram/sylph. It would be nice to have some measure of defense against sylph, but that's not something I aimed to include with this. Any player sourced/targeted/active knockdown should not be passively blocked by this.
Enyalida2012-01-08 17:28:32
Double posting, but I guess everyone can deal, because I have more to say.

We got an explanation of what Weatherguard in Shamanism does exactly (thanks!), and though it is a somewhat long list, I'm... not particularly impressed.


WEATHERGUARD

Nullifes extra hunger from heat, gives 33% protection against losing says to wind, 33% protection from falling from flying due to high wind, 33% from getting blown out of trees, and 33% against natural weather freezing.



Things that I have bolded are things that I believe are really warranted by the skill. As for the other things:
-33% protection against losing says is cute fluff, not particularly attached to this
-33% protection against falling from flying. I imagine this is more useful for BT (who get flying as a guild skill), but as far as I can tell, any time the wind is up high enough for you to get knocked down, it's high enough for you to be prevented from flying period, at which point anyone flying is automatically and instantly knocked to the ground. This would probably be more useful as lateral movement prevention.
-33% protection against being knocked out of trees by natural wind. Yeah, see above. This should be innate to all druids (not just shamans) and be 100% protection. It's something that makes perfect sense for druids, and isn't anything that will make us any more powerful, it will just erase a silly hole in our RP and mechanics. NO, CLING DOES NOT FILL THIS HOLE.

So, I'm considering a report something like this:




Report #xxx Skillset: Shamanism Skill: Weatherguard
Guild: Hartstone Status: Imaginary
Problem: Weatherguard provides several very minor considerations to the Shamanic Druid,
without actually protecting them from 'the worst of the weather." The current effects are: 1)
Nullify extra hunger from heat, 2) 33% protection against losing says to wind, 3) 33% protection
from falling from flying due to high wind, 4) 33% from getting blown out of trees, and 5)33%
against natural weather freezing.


Solution #1: Remove effects 2,3, and 4, add in reduction to weather slowing that scales to Shamanism
skill level
Solution #2: As Sol.1, but leaving in effect 2. ((Because it's cute for the littles))
Solution #3: Provide a solution here.


This change would make it useful to the druid (who definitely should be using slowing in their demesne), as well as making the Shaman RP more tenable, in that those who "complete control the temp/precip/wind around them" and are protected from the 'worst of the weather' actually are protected from the worst effects of the weather..


EDIT: Okay, I tested the flying/wind thing. It does let you stay up for a while before being knocked down even at really high wind. However, if knocked down by anything else, you can't fly back up again. Because so much can knock you down, I still sort of fail to see the use of this.
Rivius2012-01-08 18:48:03
Enyalida:

I dunno, I kind of fancy a name like "Treeborn" for the skill, indicating that it's a wholly natural occurrence, that you're just in tune with the winds and the trees so that when the trees sway due to the wind, you sway with them.

Yes, but 'sticky-feet' would be cooler because then you can imagine the gecko-pads or little spider hairs on your feet.
Unknown2012-04-23 11:05:03
ANNOUNCE NEWS #2003
Date: 4/23/2012 at 10:59
From: Iosai the Anomaly
To : Everyone
Subj: Special Report, Part 1.

The first round of changes from the player's special report are now in!
Expect things to keep coming over the next few days and possibly weeks
as changes are finalised and implemented. Here's what we've got now:

o Night's Choke ability has been removed and replaced by a new skill,
ShadowTwist. See the AB file for details!

o Night Steal now has an option to release the shadow you are holding,
providing its owner is with you.

o When a village revolts, all of the village's loyal denizens will begin
by questioning their loyalty to the city or commune they have just left.
It will take them a little while to open themselves up to hear about
other cities and communes. This should rectify the issue of very short
(3-5 minute) revolts completely - however, if we deem that revolts are
still occurring too quickly after this change has settled in, we will
make some further adjustments.

o When beseeching shrine powers, the shrine will only take into account
a sanctified room if it is at the full sanctification level.

o The supernumerary/ephemeral system has been reworked. Supernumerary
now equates to active, and Ephemeral equates to inactive. A demigod+ can
only use a power if it is supernumerary, and only when it is active will
it use weight. A demigod+ can have as many abilities as he or she
desires in an ephemeral state. The syntax POWERS MAKE
has been added to allow switching abilities
between active and inactive states.

o Changing a power from ephemeral to supernumerary incurs a essence fee
equivalent to 10% of the original purchase cost. Making a power
ephemeral is free.

o Sealholders can now select a single demipower from their seal's
selections. Once you select one, both of the others will be impossible
to purchase until you forget the one you have learned permanently (ie
not just by making it ephemeral).

o There are now vastly diminshing returns on essence gain above
75,000,000. Spend what you earn, folks!

o There is no longer a 66% essence loss when ascending a demigod via a
Nexus of Power.

o There is a new demigod power: DivineBeast!

o There is a new demigod power: Weatherproof!

o There is a new demigod power: Anchor!

o Racial changes are in! Tae'dae now only have a level 1 balance
penalty, Igasho now only have a level 1 balance penalty, Mugwump now
have 11 base constitution, Merian now have base 11 constitution and
Merian Lord have lost 1 spec'd constitution, and Orclach now have 14
base dexterity.

o The hit percentages for knighthood slashing and bashing have changed.
- Hack/Smite Up = 75% gut, 12.5% left leg, 12.5% right leg.
- Hack/Smite Down = 75% head, 25% chest.
- Slash/Smash R/L = 66% R/L leg, 17.5% chest, 17.5% gut.
- Swipe/Pound R/L = 66% chest, 17.5% gut, 17.5% R/L arm.
- Slice/Bash R/L = 66% R/L arm, 17.5% chest, 17.5% gut.

Penned by My hand on the 8th of Avechary, in the year 323 CE.
Unknown2012-04-23 11:09:01
*** Power / Weight / Cost ***



DivineBeast 5 15,000,000

Info for DivineBeast:

Syntax: (Passive)

So strong is the bond between beast and man, now, that your favoured mount shall be healthier, more
intelligent, and miraculously charming.

Syntax:
POWERS STATUS
POWERS LIST
POWERS INFO
POWERS SELECT
POWERS MAKE
POWERS SET



WeatherProof 8 20,000,000

Info for WeatherProof:

Syntax: (Passive)

You, in all your supreme power, have surpassed mortality and its simple concerns. What is a drop of
rain, or a little sunshine? Nothing, that's what!



Anchor 5 10,000,000

Info for Anchor:

Syntax: MANIFEST ANCHOR
Essence: 20000 (to place)
5000 (to return or release)

By carefully rooting a fraction of your divine spark in a location and maintaining a tether of
essence, you can return to a specific location through the folds of the aether. You can only have an
anchor in one place at any one time, and the strain of travelling will render an anchor useable only
once. This will not work in the aetherways or on an aetherbubble.
Revan2012-04-23 11:12:16
Info for DivineBeast:
Syntax: (Passive)
So strong is the bond between beast and man, now, that your favoured mount shall be healthier, more intelligent, and miraculously charming.

15mil for extra h/m/e? yea, no :(
Unknown2012-04-23 11:19:13
Revan:

Info for DivineBeast:
Syntax: (Passive)
So strong is the bond between beast and man, now, that your favoured mount shall be healthier, more intelligent, and miraculously charming.

15mil for extra h/m/e? yea, no :(


I was hoping for an awesome demi only beast that had unique inherents. :(
Iosai2012-04-23 11:21:06
Revan:

Info for DivineBeast:
Syntax: (Passive)
So strong is the bond between beast and man, now, that your favoured mount shall be healthier, more intelligent, and miraculously charming.

15mil for extra h/m/e? yea, no :(


You have plenty of spare essence, what else are you going to use it for? :)
Vadi2012-04-23 11:27:01
I don't! I lost 50 million just in time for the non-sensical rule of cutting 2/3rds of essence to go away :(

(but yay reports. Waiting on the druid changes.)
Unknown2012-04-23 11:35:24
So, do ephemeral powers not go away after a year, and just stay inactive until you... flex them, so to say?
Iosai2012-04-23 11:38:09
Yes, once you buy a power now, it is permanent (unless removed manually).
Unknown2012-04-23 11:38:49
Yes. Or you REMOVE them.
Revan2012-04-23 11:40:31
Iosai:


You have plenty of spare essence, what else are you going to use it for? :)

Have you ever seen the TV show "Hoarders"?
Raeri2012-04-23 11:56:13
Iosai:


You have plenty of spare essence, what else are you going to use it for? :)

For me, it's not so much the spare essence, as the largeish weights attached to these :(
Unknown2012-04-23 12:23:29
So are Tae'dae actually playable races now? :o
Neos2012-04-23 13:50:51
Not one thing in this report interest me. The only one that would have was the proposed merian changes, but I still have no intention of going merian. :(