Magical Travel: Last Envoy Review

by Estarra

Back to Common Grounds.

Ashteru2005-10-24 13:20:40
QUOTE(Avaer @ Oct 24 2005, 01:18 PM)
With flow/wisp working in enemy demesnes, it could be interesting.
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Bleh....that's something I actually don't like...this change seems so...I don't know. Uncalled? Why should people attuned to their forests be able to flow in a forest of the other type... Maybe I could see wisp, with a chance of the wisp becoming bound in shadows or something when you use it to summon in infested forest, or becoming pure again if it's used in normal forest.

But else....*shrug*
Unknown2005-10-24 13:38:08
The other thing I'm surprised we haven't seen is the Mage/Guardian/Wiccan raiding combo.

Go to enemy commune, the mage forcetaints or forcefloods a few rooms and sets up a nice demesne to avoid flows and wisping. Grab a Wiccan, and get them to step into the forest, wisp a target, and step back (or beckon them back), while the guardian beckons the poor sod into a waiting army.
Ashteru2005-10-24 13:40:00
...'cause it's very hard to pull off and it would need some good friends to actually be those classes and high enough to have those skills?biggrin.gif

No, it sounds pretty bad...though much too complicated.
Unknown2005-10-24 15:03:40
Don't people have triggers for wisp? Like fly, shield or something. You won't beckon then. Also, beckon can be resisted, and it's being resisted a lot from my observations.

You say wiccan/guardians niche is an entourage. But what does that actually mean? Nothing really, mages and druids get passive effects on top of demesnes. Hunters get hound now, entourage is not unique to guardians/wiccans. Only that our entourage is essential. It can be killed, we can be forced to lose it, reducing our offence a lot.

And my idea of a niche is how important we are in a global meaning - for the city. And we aren't really. I mean, Nihilists work fine on rp, building ideology, structure... but that's it, when it comes to group combat (I'll leave poor nihilists 1vs1 efficiency alone as it's not the point), raids etc, we don't play any important role. What can we do? Fling catacombs so people can get to village quickly, and beckon occasionaly (it's been nerfed so I don't really know how good it is anymore).

And I'll comment about tarot changes yet:

I can understand the reasoning before catacombs change (though I really hope TOUCH BORDER has the same requirements as touching the map itself to travel, since all those changes seemed to have realism in mind.)

But Hermit change is unreasonable imho. Someone pointed earlier how the name HERMIT itself suggests that this change should have been made. It already had the requirement that the room where you activated the card need to be empty when you fling.

With this change, escaping ability of Hermit has been almost nullified, if I can leave the room, I probably don't really need the card as I can escape without it. Maybe not always but usually. Considering the room requirement and the fact that I can't have many afflictions like crippled arms, paralysis, webbed in any way to fling a card, this downgrade was awful.
Shayle2005-10-24 22:25:16
QUOTE(Kashim @ Oct 24 2005, 10:03 AM)
Don't people have triggers for wisp? Like fly, shield or something. You won't beckon then. Also, beckon can be resisted, and it's being resisted a lot from my observations.
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Not sure what trigger would work for wisp. You don't get a warning. Just a split second to know you're screwed before you die. I don't manage to resist wisping often, even with red, rooting, rock totem....

I'm dreading the next village that goes. No chance of seeing me crusading. Nothing is more excruciating than influencing when sanctuary is your only option (or the only way to stay alive).
Athana2005-10-24 22:27:49
Can someone please post the announce? I know this is kind of late but my hard drive completely died and I can't log in right now sad.gif

Thanks in advance
Vix2005-10-24 22:38:44
QUOTE
ANNOUNCE NEWS #453
Date: 10/24/2005 at 13:12
From: Hajamin, the Golden Lord
To  : Everyone
Subj: A few important bug fixes

ECOLOGY:

Ecology charms now work as intended.

DREAMWEAVING:

Embeded hallucination motes will not longer have "here" at the start of
the illusion.
It will no longer be possible to use Dreamweaving's evaluate on Gods and
Guides.

ILLUSIONS:

Manses can no longer be made in the Arena.
If you are a statue or tree you will no longer follow people.

HUNTING:

Tents can no longer be made in rooms that have an OUT exit, this was
causing strange errors like locked doors appearing on the tent.

GENERAL:

For those that regenerate in water, you will not regenerate in
Aquamancer flooded rooms.
CITY FORGIVE TAXES will forgive the amount you specify, instead of all.

There were many other minor bugs fixed recently, these are the most
important ones to note.

Penned by my hand on the 6th of Vestian, in the year 131 CE.


QUOTE
ANNOUNCE NEWS #454
Date: 10/24/2005 at 13:24
From: Hajamin, the Golden Lord
To  : Everyone
Subj: Correction

That should be, those that regenerate in water will NOW regenerate in
Aquamancer flooded rooms.

Penned by my hand on the 6th of Vestian, in the year 131 CE.
Athana2005-10-24 22:40:41
wub.gif Vix
Munsia2005-10-24 22:42:18
i could be wrong but a 100% type charm is 20% reduction... or it could just be 100 damage off that type
Unknown2005-10-24 22:45:04
QUOTE(Kashim @ Oct 24 2005, 03:03 PM)
You say wiccan/guardians niche is an entourage. But what does that actually mean? Nothing really, mages and druids get passive effects on top of demesnes. Hunters get hound now, entourage is not unique to guardians/wiccans. Only that our entourage is essential. It can be killed, we can be forced to lose it, reducing our offence a lot.

And my idea of a niche is how important we are in a global meaning - for the city. And we aren't really. I mean, Nihilists work fine on rp, building ideology, structure... but that's it, when it comes to group combat (I'll leave poor nihilists 1vs1 efficiency alone as it's not the point), raids etc, we  don't play any important role. What can we do? Fling catacombs so people can get to village quickly, and beckon occasionaly (it's been nerfed so I don't really know how good it is anymore).
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I don't really understand what you mean here. Wiccans and guardians are the only ones with highly dangerous entourages (at least, I don't think hounds do terribly much). Demesnes can often be lost easier than killing an entourage.

I'm not experienced enough to know about your position in group combat, but couldn't it involve heavy afflicting and nice instakills?
Genos2005-10-24 22:50:25
EDIT: Ignore that, I didn't really mean to post it... doh.gif

But anyways, I was wondering why they just didn't change the command to "leave tent" or some such as to enter it you need to "enter tent." I think that would be better instead of getting rid of tents in all locations with an exit to the OUT.
Narsrim2005-10-25 01:49:01
QUOTE(Avaer @ Oct 24 2005, 06:45 PM)
I don't really understand what you mean here. Wiccans and guardians are the only ones with highly dangerous entourages (at least, I don't think hounds do terribly much). Demesnes can often be lost easier than killing an entourage.

I'm not experienced enough to know about your position in group combat, but couldn't it involve heavy afflicting and nice instakills?
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ohmy.gif

Let's consider dangerous:

Brownie (1.5 second off balance every 12 seconds), Banshee (~250 health drain, ~350 mana drain every 12 seconds), Crone (1 affliction every 12 seconds that's all mental except chills and slickness), Pixie (100 mana drain to put up insomnia once every 12 seconds)

You honestly cannot even remotely compare that to a demesne. The Geomancer demesne, for example, deals out:

1000+ damage, prone (chance of broken limb), rubble (mage is unhindered by it), duststorm (welcome to my demesne, you can't see crap... also passively blinds without sixth sense), -1 sip penalty, poison gas, etc.

=====================================================

And at the very least, it is worth noting that hounds can clamp with jaws like 20% of the time. That's not great, but it does work well in a trap.
Unknown2005-10-25 03:01:17
Oh, I agree. The Moondancer ents at least are nothing to be worried about. But I assume that is the intent, that the entourages form a key part of your offence.
Eyod2005-10-25 03:10:58
I always thought being able to escape easily was a large part of Moondancer combat, now apparently it's not.

I forsee many deaths, since most of us don't try to escape till were almost dead and with moonbeam not letting us move and flow being area only and spore taking a second (which may be only minor considering Beams time) we're going to be dead quicker.
Narsrim2005-10-25 03:30:23
QUOTE(eyod @ Oct 24 2005, 11:10 PM)
I always thought being able to escape easily was a large part of Moondancer combat, now apparently it's not.

I forsee many deaths, since most of us don't try to escape till were almost dead and with moonbeam not letting us move and flow being area only and spore taking a second (which may be only minor considering Beams time) we're going to be dead quicker.
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It definately was a major component of Wiccans and Guardians alike.
Unknown2005-10-25 03:47:51
Local area flow - YES!!!

Everything else forest related - wtfbbq?

Anyway, I'll hold out for the next announce before going into "I HOPE ALL THE ADMINS GET AIDS" mode, or whatever you guys are doing. wink.gif
Xavius2005-10-25 04:01:27
CODE
ANNOUNCE NEWS #455
Date: 10/25/2005 at 4:01
From: Lisaera, the Ethereal Maiden
To  : Everyone
Subj: Magical Travel Changes -- Last Round

- The power cost for teleport has been removed

- Teleport will now only work for a target in an adjoining room. You may now tesseract to a target on the same plane.

- The delay on TELEPORT NEXUS has been quadrupled

- Via will no longer work if either the caster or the target moves

- The success rate for demesne summon has been halfed

- If wisping from a forest type other than the native terrain for the wiccan, the summon will have a ten-second delay. Killing the wisp in this timeframe will cause the wiccan's entourage to attack him. We'll see just how worthless their ents are!

Signed by my hand on the 21st of Vestian, 131 years after the Coming of Estarra.
Athana2005-10-25 04:05:32
QUOTE(Xavius @ Oct 24 2005, 08:01 PM)
- Teleport will now only work for a target in an adjoining room. You may now tesseract to a target on the same plane.

- The delay on TELEPORT NEXUS has been quadrupled

- The success rate for demesne summon has been halfed
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ouchie..
Xenthos2005-10-25 04:06:56
Is that mistaken, or can you really only teleport to someone... one room away...?
Xavius2005-10-25 04:09:24
QUOTE(Xenthos @ Oct 24 2005, 11:06 PM)
Is that mistaken, or can you really only teleport to someone... one room away...?
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Well, I guess, you know, those city folk don't have SPIRITBOND HORSE, so they need SOME way of getting over those walls and locked doors.