Transmigration

by Ialie

Back to Ideas.

Soll2006-01-10 19:32:42
QUOTE(Asarnil @ Jan 10 2006, 07:26 PM)
Lichdom's stat increase (+2 40% of the time, -1 60% of the time) means it BARELY clears the stage where its worse for your stats than better. And the reason I said a temporary loss is because when you transmigrate - you transmigrate OUT of combat, with absolutely zero chance of you getting killed again (where if you die with lich up in a fight it means you are about to lose a hell of a lot more xp) and the only way to balance it is either to impose penalties while its up, or wait until its triggered (and you are safe) and then imposing penalties.
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Averages to +0.4 int/str. Not 'barely'.

hijack.gif

Transmigration. When you die and transmigrate, you only just manage to concentrate on your spirit enough to overcome it being lost to the animal. Perhaps a 20-25% chance that you are not able to overcome the animal's spirit, and you must either wait x minutes, or complete some small task to return to normal.
Unknown2006-01-10 19:33:27
Roark claimed it's 65/35 I believe.
Munsia2006-01-10 19:33:32
It'd be more of a drawback then anything. If thats the case I propose liches have to stay a soul for 5-15 minutes as well and cant leave the area. Oh ya but they can use emotes and says
Unknown2006-01-10 19:34:55
You can stop liches from escaping the area as souls. You cannot stop a druid from transmigrating.
Munsia2006-01-10 19:35:52
Like I said make it local area only and make our animals unkillable. You cant technically stop a soul from liching without inquisition can you?
Soll2006-01-10 19:41:29
Don't make Transmigration area only! jawdrop.gif No!
Munsia2006-01-10 19:45:00
Well if it will shut them up from complaining then I dont see why not. Lich may be blockable but more times out of none they get away safely. Just give transmigration the same chance is all.
Xenthos2006-01-10 19:53:17
If you die in enemy territory (a place that you personally are enemied to), give it a 50% chance of just not working at all. Say that the animal can't overcome the magics, or whatever... or just make this happen only in organizational-controlled areas (the anti-summon barrier prevents it from working effectively). If you die in neutral or friendly territory, it works as per normal.

Removes a lot of the "Kamikaze" or "Suicidal" bits rolleyes.gif. No one skill should allow someone to never ever ever have to even think about praying, and do whatever the heck they want to wherever they want to without even needing to try. No downside at all besides the power and a little bit of time to rebond. Oh no.

With it the way it is now, you will always, always, always escape with no more consequence than the power consumption.
Munsia2006-01-10 19:55:09
monster deaths = 100%
Pk deaths = 75%
Enemy territory = 50%
how's that
Xenthos2006-01-10 19:57:18
QUOTE(munsia @ Jan 10 2006, 03:55 PM)
monster deaths = 100%
Pk deaths = 75%
Enemy territory = 50%
how's that
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Pretty good. Though I wouldn't mind it just being "any death outside enemy territory = 100%, any death in enemy territory = 50%". That still makes it pretty useful all-around, just can't rely on it completely.
Ialie2006-01-10 20:10:09
QUOTE(Xenthos @ Jan 10 2006, 02:53 PM)
If you die in enemy territory (a place that you personally are enemied to), give it a 50% chance of just not working at all.  Say that the animal can't overcome the magics, or whatever... or just make this happen only in organizational-controlled areas (the anti-summon barrier prevents it from working effectively).  If you die in neutral or friendly territory, it works as per normal.

Removes a lot of the "Kamikaze" or "Suicidal" bits  rolleyes.gif.  No one skill should allow someone to never ever ever have to even think about praying, and do whatever the heck they want to wherever they want to without even needing to try.  No downside at all besides the power and a little bit of time to rebond.  Oh no.

With it the way it is now, you will always, always, always escape with no more consequence than the power consumption.
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Unless you are in an order, where a sucide death would cost a but load of essence.
Xenthos2006-01-10 20:24:49
QUOTE(Ialie @ Jan 10 2006, 04:10 PM)
Unless you are in an order, where a sucide death would cost a but load of essence.
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Only if you're in the 80's or above. A level 75 transmigrator can replace the essence loss from a death relatively in about 10 minutes (it's what, 15k or so? Something pretty insignificant). And that's true for anyone in any order, whether they have transmigration or not-- which is why it wasn't brought up.
Munsia2006-01-10 20:33:45
I thought Order essence was based on rank not level
Diamondais2006-01-10 20:35:44
You can kill people who have liched..Celestines get it early on, and theres a skill in Highmagic that allows you to attack people in dream form and liches isnt there? What about Lowmagic?

And no one say that liches are unbeatable, Ive killed Alger as a level 40 Dracnari Celestine
Ialie2006-01-10 20:36:24
Aye just put a skill in to cleave bonds. That seems like the simplest way.
Shamarah2006-01-10 20:41:12
All of these suggestions are stupid, the cleave thing is bad because not everyone can drain mana, it shouldn't be area-based because in the vast majority of areas it's too easy to find some out-of-the-way place to access, where the Ecologist won't be, the become your animal thing is dumb because that's boring and they're still not losing any experience, and having it work on chance is bad because I'd like a reliable way to stop it from happening rather than having to just hope I get lucky.

Honestly, I think Transmigration should be deleted entirely, but how about it just working like lich except you have to get back to the animal? Or, if you guys really want a cleave skill, make it be a timed attack like chasm that they still have to be in the room for at the end for it to finish. And it should work for lich too.
Xenthos2006-01-10 20:42:20
QUOTE(munsia @ Jan 10 2006, 04:33 PM)
I thought Order essence was based on rank not level
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It may or may not be partially influenced by rank, but the prime factor is level. I've seen Order Heads that only lose ~5,000 essence per death because they weren't very high in level, whereas every single time I level my loss goes up (and the higher the level, the larger the increase each death will cost).

It's a huge penalty for those who get higher levels... eventually it takes more time to get the essence back than it does to recoup the lost experience (at least when using vitae or getting immolated). But anyways, this isn't a topic about essence. smile.gif
Athalas2006-01-10 21:04:18
I've had a idea, what if transmigrate only worked once per lusternian day? For example, their soul is still too attached to their old animal to rebond so quickly.

EDIT: It'd remove alot of the complaining about overpoweredness, wouldn't it?
Serrin2006-01-10 21:09:51
So Munsia's suggestion would take away her no xp loss ever skill, and instead replace it with an unkillable pet AND still have a chance at no xp loss?

Why not just... give transmigration a minor xp hit? Say maybe twice that of vitae? -omgwthbbq-

Make someone pick between Vitae with the chance of praying, or they can take the safer route and never pray, but lose some experience.
Or is that just insane and out of the question?

Guess I'm just biased because vitae is my ONLY means to avoid praying when on prime
Soll2006-01-10 21:10:04
Perhaps. But rarely does Transmigration get used more than once an hour.