Cwin2006-03-23 23:51:39
Interesting lesson on Disloyalty.
In any case, Disloyalty is really in the field similar to afflictions like masochism, recklessness, and rigormortus: secondary ailments:
what?
You can lump most attacks and ailments into three catagories:
Setup or starting moves: The ailments that are used first to both impede the attack and mess up healing systems. Stupidity, Paralysis, Aeon, and Stun all fall into this category. They are either timed (i.e. Stun) or have some feature that can mess up a system (i.e. Aeon) and not let the person heal other ailments.
Secondary or softening moves: These are the ailments that set up a person for the kill. Recklessness, Leech, the leg and arm mangling/breakings (excluding pinleg/Impale, which is Setup), all moves that give random afflictions, and the locking moves anorexia/asthma/impatience. Disfigure fits here too.
Used on their own, they are easy to cure and, thus, do no real damage. Instead, they are supposed to be protected by the setup ailments: Stupidity messing up the cure for asthma...someone too stunned to heal the mana leech is sapping.. so on. Note that many of the ailments can provide a secondary layer, protecting the setup ailment and further secondaries: Anorexia blocking the cure for stupidity. Recklessness making leech more powerful.. so on.
The third group are the killing moves. Damage attacks and instakills essentually. After being weakened by the other two sets to the point of insanity, you become vulnerable and unable to fight, or even flee. In short, you're going to die.
That out of the way, disfigure, imo, is a softener. It effectively stops much of the wiccan and guardian's attack and severely hampers them, but only if it sticks. You must use other ailments FIRST to make it stick. Stupidity, Paralysis, Impatience, Sleep, and so on. Given the way it works, you only need to slow the cure down for .5 seconds: a well snuck in stupidity alone can do that. Then, while they are curing it and pulling their ents back into line, you're free to stack more afflictions.. perhaps lock them so that they can only use Smile, which takes balance and FURTHER slows them down and letting you go to set up for the real kill.
I think that's pretty nice as is. Disfigure doesn't need to be a starting affliction: not when there's plenty of other tools that let you do just that. Let it remain as is and just only use it AFTER you've weakened them a little.
In any case, Disloyalty is really in the field similar to afflictions like masochism, recklessness, and rigormortus: secondary ailments:
what?
You can lump most attacks and ailments into three catagories:
Setup or starting moves: The ailments that are used first to both impede the attack and mess up healing systems. Stupidity, Paralysis, Aeon, and Stun all fall into this category. They are either timed (i.e. Stun) or have some feature that can mess up a system (i.e. Aeon) and not let the person heal other ailments.
Secondary or softening moves: These are the ailments that set up a person for the kill. Recklessness, Leech, the leg and arm mangling/breakings (excluding pinleg/Impale, which is Setup), all moves that give random afflictions, and the locking moves anorexia/asthma/impatience. Disfigure fits here too.
Used on their own, they are easy to cure and, thus, do no real damage. Instead, they are supposed to be protected by the setup ailments: Stupidity messing up the cure for asthma...someone too stunned to heal the mana leech is sapping.. so on. Note that many of the ailments can provide a secondary layer, protecting the setup ailment and further secondaries: Anorexia blocking the cure for stupidity. Recklessness making leech more powerful.. so on.
The third group are the killing moves. Damage attacks and instakills essentually. After being weakened by the other two sets to the point of insanity, you become vulnerable and unable to fight, or even flee. In short, you're going to die.
That out of the way, disfigure, imo, is a softener. It effectively stops much of the wiccan and guardian's attack and severely hampers them, but only if it sticks. You must use other ailments FIRST to make it stick. Stupidity, Paralysis, Impatience, Sleep, and so on. Given the way it works, you only need to slow the cure down for .5 seconds: a well snuck in stupidity alone can do that. Then, while they are curing it and pulling their ents back into line, you're free to stack more afflictions.. perhaps lock them so that they can only use Smile, which takes balance and FURTHER slows them down and letting you go to set up for the real kill.
I think that's pretty nice as is. Disfigure doesn't need to be a starting affliction: not when there's plenty of other tools that let you do just that. Let it remain as is and just only use it AFTER you've weakened them a little.
Daganev2006-03-23 23:58:17
Hmm, thats a really good assesment Cwin, which makes me think Disfigure should be taken out of the hands of Necromancy and put into Nihilism.
Cwin2006-03-24 00:33:44
QUOTE(daganev @ Mar 23 2006, 06:58 PM) 272836
Hmm, thats a really good assesment Cwin, which makes me think Disfigure should be taken out of the hands of Necromancy and put into Nihilism.
Essentually, you're taking it from the Ur'Guard then. Why though?
Narsrim2006-03-24 01:02:02
Paranoia is no longer effective against Mages/Druids because of protection scrolls. Given no one except Mages/Druids can strip it, the overall impact isn't that great.
Furthermore, paranoia overrides lust. Thus if I have Shamarah lusted -> hit him with paranoia -> the demesne will again start hitting me even though I have him lusted. This makes it often less effective than just keeping him lusted.
=====================================================================
As for the mechanics arguments:
1. Disloyalty is currently effective. If you consider stacking it with wound afflictions like concussion, fracture skull, knock down, etc. you can usually have the entities turning before the person can cure the wound-based afflict.
2. Elite warriors already use a wide variety of poisons. Ask Murphy.
3. Poisons is an extremely PROFITABLE tradeskill. Munsia is trans poisons and is always going on about how its the single best tradeskill. She requires her customers to get the corpses, provide the vials, etc. All she does is milk the damn corpse and charges 500 gold per. People contact her and buy poisons like crazy. I've actually considered poisons myself just because there are few people with it and with stuff like Charbydon, you can make lots of gold easy.
Furthermore, paranoia overrides lust. Thus if I have Shamarah lusted -> hit him with paranoia -> the demesne will again start hitting me even though I have him lusted. This makes it often less effective than just keeping him lusted.
=====================================================================
As for the mechanics arguments:
1. Disloyalty is currently effective. If you consider stacking it with wound afflictions like concussion, fracture skull, knock down, etc. you can usually have the entities turning before the person can cure the wound-based afflict.
2. Elite warriors already use a wide variety of poisons. Ask Murphy.
3. Poisons is an extremely PROFITABLE tradeskill. Munsia is trans poisons and is always going on about how its the single best tradeskill. She requires her customers to get the corpses, provide the vials, etc. All she does is milk the damn corpse and charges 500 gold per. People contact her and buy poisons like crazy. I've actually considered poisons myself just because there are few people with it and with stuff like Charbydon, you can make lots of gold easy.
Shamarah2006-03-24 01:09:52
QUOTE(Narsrim @ Mar 23 2006, 08:02 PM) 272849
3. Poisons is an extremely PROFITABLE tradeskill. Munsia is trans poisons and is always going on about how its the single best tradeskill. She requires her customers to get the corpses, provide the vials, etc. All she does is milk the damn corpse and charges 500 gold per. People contact her and buy poisons like crazy. I've actually considered poisons myself just because there are few people with it and with stuff like Charbydon, you can make lots of gold easy.
Immunities to mantakaya or slitlock would certainly be nice too.
Daganev2006-03-24 07:11:06
QUOTE(Cwin @ Mar 23 2006, 04:33 PM) 272846
Essentually, you're taking it from the Ur'Guard then. Why though?
Because the eq time it takes and the speed at which it can cured makes it basically useless for warriors, and necromancy needs all the help it can get.
Drago2006-03-24 08:26:40
So your plan to -help- necromancy is to.. remove skills from it?
Shiri2006-03-24 15:09:19
On the basis that removing skills from it would mean it was necessary to add more, better skills, I think...
Daganev2006-03-24 21:31:57
QUOTE(Shiri @ Mar 24 2006, 07:09 AM) 273067
On the basis that removing skills from it would mean it was necessary to add more, better skills, I think...
Right, that or it would be a one for one switch where a skill thats usefull to both warriors and nihilists gets moved from nihlisim to necromancy etc.
Unknown2006-03-24 21:39:05
QUOTE(daganev @ Mar 24 2006, 10:31 PM) 273247
Right, that or it would be a one for one switch where a skill thats usefull to both warriors and nihilists gets moved from nihlisim to necromancy etc.
There's no skill in Nihilism that could be easily moved to Necromancy.
Yrael2006-03-24 23:06:37
QUOTE(Shiri @ Mar 25 2006, 02:09 AM) 273067
On the basis that removing skills from it would mean it was necessary to add more, better skills, I think...
Lose skills now, gain skills in a year!
QUOTE(Kashim @ Mar 25 2006, 08:39 AM) 273248
There's no skill in Nihilism that could be easily moved to Necromancy.
Could replace barbedtail with some sort of dead, bone-barbed tail.
Unknown2006-03-24 23:22:16
Nah, leave it alone.