Serenwilde advantages...

by Unknown

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Unknown2005-02-03 06:34:50
You still lose experience with vitae. And your opponent still gains experience.

Also, if you are fighting one vs one, they don't even have to vitae then spore/hermit/catacomb since the Avenger will stop you. Vitae is still death.
Unknown2005-02-03 06:37:03
QUOTE(daganev @ Feb 2 2005, 08:25 PM)
Your comment about destroying statues being a high level skill is completely mute.

Spores requires no skill at all to use, Lich, Ghost, Catacombs, Hermit, all require a large amount of credits to use.

If your going to complain about high level skills, take all high level skills into consideration.  If your going to say the level of the skill matters, then Spores is even MORE obnoxious, not less.
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Actually, I was simply pointing out that not anyone could destroy statues like you said. You are arguing something else entirely. And guess what, I agree with you. We've been asking for spores to work for no one but the Moondancers. Then we could actually use them more freely, and have mushroom circles in villages/Glomdoring, rather then obscure rooms and watch over them carefully so people don't take the spores.

Edit: And I believe you meant moot, not mute.
Daganev2005-02-03 06:37:05



All I can hope is that the administration does not listen to your silly arguments.

Its non-sequtor after non-sequotor.
Alger2005-02-03 06:38:31
nice disadvantages you got there...
Unknown2005-02-03 06:40:20
QUOTE(Alger @ Feb 2 2005, 08:38 PM)
nice disadvantages you got there...
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Please quote what you are referring too.
Alger2005-02-03 07:22:15
I ask what stops vitae/sporing

you tell me vitae is also dying...

i say nice disadvantages you have there...

You didnt really give me a counter instead you give me a disadvantage of loosing what 6% exp? See I am under the impression the only thing that doesnt make it 'a sure fire person will lose only 6% anywhere' is basically connection lag. You dont even have to be smart about it. Of course i could be wrong which is why im asking.

Lichdom... the person is restricted to not going into fully eye sigiled areas without prior preparation or planning if he plans on the skill being effective. Said plans require a lot of effort to execute. Also even as a soul he has to get out before he comes back. He dies in a bad area he's screwed one full death of 60% as opposed to the 6%.

Ghost... A person cant use ghost when he drops to 0 power and so its useless after said person hits the ressurection abilites (thats the significance ialie). If he's about to die he's probably afflicted so he cant ghost. If he can he still has to worry about existing afflictions, bleeding and willpower. Also if he could ghost that means said person could have also spored out anyway which would have taken him away completely.

Hermit theres the monolith which you can drop before or during combat.

Catacombs... has to be flung which you cant do under certain conditions. Theres preparation time where the target can be killed before he escapes. Theres the option for persuit.

All four are good in a sense, i agree, but they're hardly overpowered. You do have to be smart about them because there are counters and effective ones at that, if you're not down a full death.

Now back to spores what stops vitae/sporring?
Unknown2005-02-03 07:31:35
Spores can be followed. And if someone vitaes, you've accomplished your goal, they died, you are now suspected to them. Not much you can do to them anyway. Apparently the Avenger is broken regarding teams, since I believe they said everyone in the team is supposed to be suspected to you, in which case you wouldn't be able to do anything anyway.

Edit: And yes, the individual skills of hermit/ghost/catacombs aren't as good as spores for escaping death, that is a given. However, where we have spores, you have all three. Those three in proper use, guarantee a much more likely escape then spores alone.
Alger2005-02-03 07:32:15
See i dont even get why people say ghost is overpowered... as a defensive tool spores is 10 times better. As an offensive tool ghost is as limited as its other forms in the other IRE muds. Having to wait for equilibrium when you change form is not a good thing on the offense. I can think of a lot of spore offensive moves as well... ghost being overpowered then spores arent... you guys just dont make sense.
Unknown2005-02-03 07:35:37
Ghost isn't overpowered, it is just more versatile. The advantage of ghost also lies in the fact that you may unghost in front of a totem/statue and not be struck by it. It can be used very offectively to raid, and it can also be used effectively to escape.
Alger2005-02-03 07:36:28
sure well follow you through your spores which you keep in serenwilde... that would be real smart.

You dont always get suspect... You're in enemy territory do we get suspect? I dont think so...

And we've accomplished our goal after we get someone to vitae... hmmm do you think you've accomplished your goal after you lich someone?

edit : excuse all spelling/gramar errors trying to finish something while writing on these forums
Daganev2005-02-03 07:36:35
Anonymous, your logic makes sense, if and only if you use it in specific situations that nobody is really talking about.

Suspect? Combat should be going on in enemy territories and other such situations where Avenger is not an issue.

If you have suspect, or other such avenger issues, they you are fighting in areas that you should not be.

Alger says it perfectly, I'll avoid repeating what he says.
Bricriu2005-02-03 07:40:59
Ghost, Lichdom, Catacombs. All require many lessons into each skillset, since they're all 'advanced' skills. For the first two, it requires planning and power. For the last, it requires planning, and hoping they don't follow when you run - plus, you have to wait for the map to show up.

Spores only require someone make a circle for a few points of power, then any bloody idiot can grab a spore from said circle when someone is not looking, and use it - instantly, for no power.

Wow....I can certainly see how the Spores are in a CLEAR disadvantage compared to the first three skills.
Unknown2005-02-03 07:46:36
Well, if we are referring to enemy territory then, Lichdom/Catacombs/Hermit/Ghost are still much much better.

Let's take a look at raiding dwarves for example. A person with the abilities listed above, can wander around as a ghost, noting the locations of all the dwarven miners, avoiding all the guards in the process. He can then choose a location with say like 6 dwarven miners, and unghost (which avoids the statues in a location, while there can be no statues indoors, this is applicable elsewhere). Toss a Catacombs tarot. Commence the killing of the dwarves. Once opposition shows up, even if they all manage to simultaneously web/entangle/paralyze/trample/lock instantly, they could still touch the map and escape. If they were to strike him simultaneously with enough damage to kill him, he could still Lich and get away. If he didn't have a catacombs up, provided there was no monolith, he could still hermit away.

Now in the case of a spore user. He has to run past guards, which could result in him dying, or most likely, prematurely ending his attack, before actually doing his thing. Once finding a room with a dwarf or two (it is very easy to seek out rooms with more dwarves, since you can ghost and safely look around, but the spore user takes what he can find, not wanting to risk running into more guards). Once he is killing the dwarves, if a force shows up, the group still has the potential to stop him, unlike the case where the person can escape via catacombs.
Unknown2005-02-03 07:47:36
QUOTE(Bricriu @ Feb 2 2005, 09:40 PM)
Ghost, Lichdom, Catacombs. All require many lessons into each skillset, since they're all 'advanced' skills.  For the first two, it requires planning and power. For the last, it requires planning, and hoping they don't follow when you run - plus, you have to wait for the map to show up.

Spores only require someone make a circle for a few points of power, then any bloody idiot can grab a spore from said circle when someone is not looking, and use it - instantly, for no power.

Wow....I can certainly see how the Spores are in a CLEAR disadvantage compared to the first three skills.
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The fact that others can use it is a disadvantage and an advantage. I've already said I've agreed with you. We do not want anyone but Moondancers using them, and wish it to be changed by design. This will be included in the next envoy report.
Daganev2005-02-03 07:53:25
so your wonderfull suggestion for spores is to make them more powerfull than before?
Unknown2005-02-03 07:55:19
Wait... you are simultaneously complaining that anyone can use them when they don't even have the skill, as well as complaining that we are trying to make it so only we can use the skill? blink.gif


QUOTE(daganev @ Feb 2 2005, 08:25 PM)
Spores requires no skill at all to use, Lich, Ghost, Catacombs, Hermit, all require a large amount of credits to use.

If your going to complain about high level skills, take all high level skills into consideration.  If your going to say the level of the skill matters, then Spores is even MORE obnoxious, not less.
41286




QUOTE(Bricriu @ Feb 2 2005, 09:40 PM)
Ghost, Lichdom, Catacombs. All require many lessons into each skillset, since they're all 'advanced' skills.  For the first two, it requires planning and power. For the last, it requires planning, and hoping they don't follow when you run - plus, you have to wait for the map to show up.

Spores only require someone make a circle for a few points of power, then any bloody idiot can grab a spore from said circle when someone is not looking, and use it - instantly, for no power.
41345




QUOTE(daganev @ Feb 2 2005, 09:53 PM)
so your wonderfull suggestion for spores is to make them more powerfull than before?
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Ummm right Daganev, so what do you want, us able to hand spores out like candy, or to make it so only we can use them?


Edit: On a sidenote, mushrooms, are close to mythical in wicca.
Daganev2005-02-03 08:02:36
No you see, just because a hartstonian can't use the spore, doesn't mean that your low level moondancer won't be able to use the spore either?

Your disadvantage now, is that your enemies can also use spores, if they can get a hold on it.

Your suggestion makes it so that only your allies can use spores, but its still any moondancer.

Maybe make it that only the person who put a mushroom circle in that room can use the spore, and each person is only allowed one circle, and add that it takes a second or two before you get lifted away.
Unknown2005-02-03 08:07:44
That is what I said Daganev. Those with the skill. You really should pay more attention.
Unknown2005-02-03 08:11:12
QUOTE(daganev @ Feb 2 2005, 10:02 PM)
Maybe make it that only the person who put a mushroom circle in that room can use the spore, and each person is only allowed one circle, and add that it takes a second or two before you get lifted away.
41352


Why Daganev? That really shows how objective you are. Why not make hermit have a delay then, and only allow them to activate a single hermit card on a location (and to even be more like spores, you only get one hermit card per hour), and add a delay from when you touch the Catacombs map so that it takes a few seconds much like touching an enchanted painting. Oh then make ghost blocked by eye sigils like Lichdom, and make souls unable to move off an eye sigil if they are already standing on one, thus someone trying to escape via lich will find themselves unable to move if an eye sigil was dropped in the room prior. Really Daganev.
Drago2005-02-03 09:05:25
Spores should only ever work to an actual forest room. Having it work to a forested village room is just stupidly unbalanced, regardless of the restrictions on who can use it.

That said, you still have said what actually stops spores.

Oh, and a sidenote: You can't fling -any- tarot while: prone, paralysed, entangled or with any arms shriveled,broken,paralysed or what have you, this includes hermit. So, that group walks in and goes web/hangedman/paralyse/trample.

And the person with the hermit dies.