Magical Travel: Last Envoy Review

by Estarra

Back to Common Grounds.

Thorgal2005-10-05 08:35:35
QUOTE(Wesmin @ Oct 5 2005, 10:33 AM)
as serenguard would never have quick access to villages,
199116



No one in a city has quick access to village raiders, not guardians, not mages, not warriors, while two third of a commune does have immediate access, even your damn novices.
Unknown2005-10-05 08:39:43
I Agree with Alger in his earlyer post that tracking mystical movement needs a hard look at. I know quite a few people who all agree that it's mostly useless for everyone who isn't a rich top fighter.

please don't disect my thoughts into tiny pieces which you can make fun of? anywho, as I can't contribute anymore ideas to Estarra's thread, I'm leaving it. Lets not have it decay into: "OMG NERF" *FLAME FLAME*
Shorlen2005-10-05 08:56:04
QUOTE(Thorgal @ Oct 5 2005, 04:30 AM)
You seem to think you deserve this advantage only because you're a forestal.

wacko.gif
199114



And you think that Flow needs to be horribly nerfed because you're not a forestal.

Yes, something needs to be done. You aren't listening to suggestions about your suggestions though, you are just saying Via should be awesome and better than Flow ever was for defence, and Flow should stink to make up for the imbalance of the past.


Via should work in all urban areas. Via should have a way of stopping it. Via should have a way of stopping it from working into enemy villages. Flow shouldn't work while horribly afflicted like it does. Flow should be primarily a travel skill and not an escape skill. Same with Via.

I propose that Via works on any road, the way it does right now. Or, perhaps, it works in any urban environment, but is stopped by being enemied there or your target moving off onto/off of a road. Or it works in any outdoor urban environment.
Thorgal2005-10-05 09:10:07
QUOTE(Shorlen @ Oct 5 2005, 10:56 AM)
And you think that Flow needs to be horribly nerfed because you're not a forestal.
199130



No, I don't. It should be equal in power to Via, not weaker, or more powerful like it's now.. that is all.

I'd rather have it be a copy of Flow for urban than "different", especially if this "difference" only serves the communes.
Sylphas2005-10-05 09:24:57
Copy of Flow for urban is stronger than Flow. You don't need to forest a village first.
Thorgal2005-10-05 09:27:20
It'd have other disadvantages, like not being instant, giving a warning and hence being much less viable to be used as an unstoppable escaping tool.
Sylphas2005-10-05 09:31:33
Neither should be unstoppable escape skills. Being paralyzed, entangled, otherwise prone, or having any broken limbs should stop Flow.
Alger2005-10-05 09:34:20
also if you're going to look it that way...

Sure theres no need to forest a room and you cant just un-urbanize a room, but you also cant make a room urban. So put simply in a non-urban room via would be useless but flow would still have a way of being used in a non-forested room, if someone demesned the room.

Still dont like it though, simply because do we really want to make raiding harder or easier... It's already bloody hard as it is to get into Serenvillages when you know you're going to be fighting wisps and flow. It's a major difference when fighting Celest in their villages and Seren in their villages. Celest usually has more defenders even but its a big difference in difficulty simply because our movement isnt exactly hampered by having to monowalk or having people instantly move to you.
Shorlen2005-10-05 09:36:58
QUOTE(Alger @ Oct 5 2005, 05:34 AM)
also if you're going to look it that way...

Sure theres no need to forest a room and you cant just un-urbanize a room, but you also cant make a room urban.  So put simply in a non-urban room via would be useless but flow would still have a way of being used in a non-forested room, if someone demesned the room.
199177



Some villages are entirely urban. The mining villages are, right?
Alger2005-10-05 09:42:25
So? If they are then Via has an advantage if you move to an area thats has no urban rooms then its at a total disadvantage. I'm just pointing out that the point you people are trying to make is not a clear advantage as it can also be a disadvantage and should be taken as such.
Shorlen2005-10-05 09:48:27
QUOTE(Alger @ Oct 5 2005, 05:42 AM)
So? If they are then Via has an advantage if you move to an area thats has no urban rooms then its at a total disadvantage.  I'm just pointing out that the point you people are trying to make is not a clear advantage as it can also be a disadvantage and should be taken as such.
199190



There are no villages that have no urban rooms. I'm saying that unstoppable teleport into a village for raiding or defence is a bit overpowered unless it is restricted. When you're raiding us, you can taint to stop us from flowing in. But if we're raiding you, you could just Via in no matter what. Yes, a guildskill from a single guild can stop Flow. There should be the same for Via, if it is made so similar.
Shamarah2005-10-05 10:17:54
I can't be bothered to read the whole topic, but a couple comments:

- Change back distort to just lasting one hour!
- Aquacast Center (and probably geo/forestcast) goes through distort, I'm not sure if this is intentional or not.
- I'd really like mages to get some sort of genuine escape skill. We're the class that needs it the most, being that it's hard for us to fight outside of our demesnes, and yet we really have no such skill...
Murphy2005-10-05 10:26:57
Daevos said it before, and ii'll echo him. In terms of the summons, there should exist a certain skill that wears off, maybe a power cost maybe not, that you use to make yourself unsummonable like a mass vial.

specifically, it should be high in environemnt (making the skillset more useful) and take eq to put up. Make it strippable perhaps also.
Laysus2005-10-05 11:08:37
I'll come up with others, but I have this suggestion for beckon

Make it equivalent to ORDER PERSON WALK

Therefore anything that stops walking, stops beckon. Sit, wall, web, etc.

And anything that slows it, slows it. I.e. Mud, aeon, etc.

That's what I'd suggest.
Laysus2005-10-05 11:10:50
QUOTE(Sylphas @ Oct 5 2005, 09:31 AM)
Neither should be unstoppable escape skills.  Being paralyzed, entangled, otherwise prone, or having any broken limbs should stop Flow.
199175




Disagree with the webbed bit.

I'd say make it broken legs, sliced tendons, etc. or paralysed. Webbing would be skipped by the whole losing corporeal form briefly, and you don't need arms to move.
Ashteru2005-10-05 11:24:43
Hrm, I'd only make it broken limbs or sliced tendons and so on too, as well as being paralysed on one side...everything else seems fine to me, honestly. I loved flow when I was a Druid, and I often escaped death by flowing away while crucified and all...I think that's a bit much, but really, I wouldn't mind flow too much.
Laysus2005-10-05 11:26:19
also: check to see if there's still that damned bug where if you try and flow between two adjacent rooms you can be blocked by walls/people/etc. >.<
Unknown2005-10-05 11:54:10
QUOTE(Laysus @ Oct 5 2005, 01:08 PM)
I'll come up with others, but I have this suggestion for beckon

Make it equivalent to ORDER PERSON WALK

Therefore anything that stops walking, stops beckon. Sit, wall, web, etc.

And anything that slows it, slows it. I.e. Mud, aeon, etc.

That's what I'd suggest.
199229


And make it go through shield.
Laysus2005-10-05 12:01:04
Yeah.

I wouldn't mind that, there'd be tricks with pigwidgeons we could do,and also double-blocking should work in that circumstance.
Unknown2005-10-05 12:09:56
But wait, doesn't beckon make the target lose balance after being beckoned? If order walk wouldn't, what would stop you from just leaving again?