Xenthos2009-02-05 18:00:51
QUOTE (Gregori @ Feb 5 2009, 08:39 AM) <{POST_SNAPBACK}>
I would have personally preferred Shrine protection to stay as it was, I even said so on the report. Mostly because I didn't want a Shrine power changed to something that's only useful against 2:5 classes, instead of being useful against all. I personally am not bothered a whole lot by warriors and monks will with luck be fixed soon anyways.
Then it's your choice not to use that power, I guess? Shrine dodge + acrobatics dodge is still too much dodging, and the extra versions needed to go.
If you're having issues with warriors and monks, though, it will still help. It's just no longer as pervasive (or necessary to keep up) as it was.
Estarra2009-02-05 18:02:54
QUOTE (Narsrim @ Feb 5 2009, 04:51 AM) <{POST_SNAPBACK}>
Don't be overly dramatic. I never said the admin were the root of all evil. I said that affording a new mechanic to a single bard guild and then doing otherwise to another has resulted in an inequality that is evident (and this being the root of why Cacophony sucks).
![drama.gif](style_emoticons/<#EMO_DIR#>/drama.gif)
Sorry if I misunderstood! There is a new mechanic of sorts in Cacophony. Plague afflictions cause damage and have trouble being cured. In other words, having the plague afflictions triggers other effects. It would be easy in the envoy process to increase these effects if they aren't strong enough. Indeed, if the afflictions are so poor, you can even add on new effects depending on how many plague afflictions you have (maybe 1 plague affliction gives a type of confusion effect, and 2 plague afflictions cause a type of stupidity effect, etc.). These tweaks are easily done through the envoy process.
QUOTE (Narsrim @ Feb 5 2009, 04:51 AM) <{POST_SNAPBACK}>
I also wonder what constitutes a "major problem." I'm not aware of any combatants in Lusternia who would suggest Cacophony are anywhere near on par with Spiritsingers. Not one. I likewise imagine Charune feels the same because he seems to have a strong combat sense to him.
A major problem in my opinion is one that would require a complete overhaul. As pointed out above, I think the theme and structure (or mechanics, if you want) of the Cacophony are sound, and any tweaks needed to bring them on par could be done through the envoy process. I never suggested that the Cacophony may not have any issues--I have simply said it doesn't necessarily require a special report or huge sweeping changes to resolve those issues.
Charune2009-02-05 18:14:09
QUOTE (Estarra @ Feb 5 2009, 01:02 PM) <{POST_SNAPBACK}>
A major problem in my opinion is one that would require a complete overhaul. As pointed out above, I think the theme and structure (or mechanics, if you want) of the Cacophony are sound, and any tweaks needed to bring them on par could be done through the envoy process. I never suggested that the Cacophony may not have any issues--I have simply said it doesn't necessarily require a special report to resolve those issues.
And to piggyback on what Estarra said - the envoys could theoretically submit twenty separate reports in a month all dealing with Necroscream and Cacophony. It was not unheard of in past years for envoys to give suggestions to other envoys to submit, especially if they had a lower priority idea. If a majority of envoys agree something needs fixing as well, they can even submit outside the report system. Another special report shouldn't be necessary to address the issues.
Unknown2009-02-05 18:27:05
QUOTE
Envoy report #122 for the Harbingers has been rejected by the Furies. Please see the decision comments for details.
Not understanding this at all. Nobody had ANY problem with it. The RP folks really wanted this change, and I took an envoy slot to go for the change, which would have made the skill viable versus...pointless.
QUOTE
Furies' Decision:
We do not find this necessary.
I'm assuming the translation of this is "It would require coding effort and we don't want to invest that."We do not find this necessary.
Lesson learned: Don't bother envoying for anything beyond combat. RP is just a waste of an envoy slot.
Charune2009-02-05 18:33:14
QUOTE (Sadhyra @ Feb 5 2009, 01:27 PM) <{POST_SNAPBACK}>
Not understanding this at all. Nobody had ANY problem with it. The RP folks really wanted this change, and I took an envoy slot to go for the change, which would have made the skill viable versus...pointless.
I'm assuming the translation of this is "It would require coding effort and we don't want to invest that."
Lesson learned: Don't bother envoying for anything beyond combat. RP is just a waste of an envoy slot.
I'm assuming the translation of this is "It would require coding effort and we don't want to invest that."
Lesson learned: Don't bother envoying for anything beyond combat. RP is just a waste of an envoy slot.
There's a few issues. First, it shouldn't be a duplicate of the way the Stealth skill works, which more fully mimics someone else. The glamours ability is more of an artificial covering, as it should be. Second, it's not that it requires coding time. Since a number of the emotes are older and "hard coded", it would probably take over ten hours to go through and identify each one in order to apply this change, which then would also not be scalable in the future.
In short, we did not think it was necessary.
Unknown2009-02-05 18:35:08
QUOTE (Charune @ Feb 5 2009, 12:14 PM) <{POST_SNAPBACK}>
The envoys could theoretically submit twenty separate reports in a month all dealing with Necroscream and Cacophony.
Perhaps it's just the bitter paranoid in me speaking, but I don't really expect a single envoy beyond our own to be willing to waste their monthly slot on our skillset, let alone all of them.
Any volunteers willing to prove me wrong?
Llandros2009-02-05 18:37:24
QUOTE (Charune @ Feb 5 2009, 01:14 PM) <{POST_SNAPBACK}>
And to piggyback on what Estarra said - the envoys could theoretically submit twenty separate reports in a month all dealing with Necroscream and Cacophony. It was not unheard of in past years for envoys to give suggestions to other envoys to submit, especially if they had a lower priority idea. If a majority of envoys agree something needs fixing as well, they can even submit outside the report system. Another special report shouldn't be necessary to address the issues.
I totally 100% agree with you. However, there are like 5 of us and we don't think we could even justify asking all the mag envoys to help us out, not to mention everyone in the basin. We'll keep working on it though and see what we can come up with. All the feedback we've gotten is extremely helpful.
Casilu2009-02-05 18:37:35
I'm still waiting for the enhancement change from two months ago... ![losewings.gif](style_emoticons/<#EMO_DIR#>/losewings.gif)
![losewings.gif](style_emoticons/<#EMO_DIR#>/losewings.gif)
Unknown2009-02-05 18:37:57
The herb bane nerf didn't need a regular/special report to come in, just most envoys agreeing it had to be changed, so did the buff to carillonknell, I believe.
Also, woo, most dodging and available-to-all passive curing must go go go.
Also, woo, most dodging and available-to-all passive curing must go go go.
Unknown2009-02-05 18:38:33
As has been done before, any chance we could get more detailed comments than 'We do not find it necessary' please? If only to help shape our future submissions (and prevent wasting yet more months).
Charune2009-02-05 18:44:15
QUOTE (Llandros @ Feb 5 2009, 01:37 PM) <{POST_SNAPBACK}>
I totally 100% agree with you. However, there are like 5 of us and we don't think we could even justify asking all the mag envoys to help us out, not to mention everyone in the basin.
The envoy's primary job is to be a representative for game balance on behalf of the members of their guild. They really should be focusing on this more than upgrades to their own skills. I get disappointed when this is neglected.
QUOTE (Llandros @ Feb 5 2009, 01:37 PM) <{POST_SNAPBACK}>
We'll keep working on it though and see what we can come up with. All the feedback we've gotten is extremely helpful.
Glad to hear it!
QUOTE (casilu @ Feb 5 2009, 01:37 PM) <{POST_SNAPBACK}>
I'm still waiting for the enhancement change from two months ago... ![losewings.gif](style_emoticons/<#EMO_DIR#>/losewings.gif)
![losewings.gif](style_emoticons/<#EMO_DIR#>/losewings.gif)
It'll be in along with the other January changes.
Tervic2009-02-05 20:46:31
Is there a central envoy think tank for them to throw out ideas that isn't these forums? If so, that's awesome. If not.... ![sad.gif](style_emoticons/<#EMO_DIR#>/sad.gif)
![sad.gif](style_emoticons/<#EMO_DIR#>/sad.gif)
Everiine2009-02-05 21:15:15
QUOTE (Sojiro @ Feb 5 2009, 01:37 PM) <{POST_SNAPBACK}>
The herb bane nerf didn't need a regular/special report to come in, just most envoys agreeing it had to be changed, so did the buff to carillonknell, I believe.
Also, woo, most dodging and available-to-all passive curing must go go go.
Also, woo, most dodging and available-to-all passive curing must go go go.
Nerfs versus buffs are different though. I don't think it would take much for all of the envoys to agree that a particular skill is hurting them all-- all would want it nerfed, because it effects them all. Now, getting them all to agree that a skill that ISN'T theirs needs a buff, that I think would take a lot more effort.
Narsrim2009-02-05 23:33:42
QUOTE (Estarra @ Feb 5 2009, 01:02 PM) <{POST_SNAPBACK}>
A major problem in my opinion is one that would require a complete overhaul. As pointed out above, I think the theme and structure (or mechanics, if you want) of the Cacophony are sound, and any tweaks needed to bring them on par could be done through the envoy process. I never suggested that the Cacophony may not have any issues--I have simply said it doesn't necessarily require a special report or huge sweeping changes to resolve those issues.
I agree that the Envoys could band together and easily solve the problem. However, I just do not feel they will (I base this upon my observation that this sort of practice is rare). You have more faith than I, and for the sake of Cacophony, I hope you are correct in your assertion.
Of course, blunt/subtle harassment/encouragement might be worthwhile catalyst(s).
Shiri2009-02-06 01:56:46
QUOTE
Furies' Decision:
We do like these solutions but pending a new admin report we're interested in
replacing the functionality of Hyperactive.
We do like these solutions but pending a new admin report we're interested in
replacing the functionality of Hyperactive.
Is this admin language for "we will have a report up on it like the choke report soon"?
EDIT: @Choke report: ouch. The SDs will just tell their team on cast so only one side can gank with it.
Mindfield report completely misses the apparent point.
Rika2009-02-06 07:19:06
Choke will be even more OP in some situations now. Classic.
Saran2009-02-06 08:38:42
QUOTE (rika @ Feb 6 2009, 06:19 PM) <{POST_SNAPBACK}>
Choke will be even more OP in some situations now. Classic.
it better not hit on elevation change... >_>
edit: option 1 it is... i think
Esano2009-02-06 08:49:04
QUOTE
Report #119 Skillset: Night Skill: Choke
Guild: (None) Status: Approved Jan 2009
Problem: We have given the envoys six months to address issues regarding choke. Since we have not yet received any ideas that were satisfactory or truly addressed the issues, we are looking on implementing our own ideas but are leaving it up as a report for the envoys to comment on.
Solution #1: It would be a swirling shadow miasma around the room so it wouldn't affect anyone inside it. Any enemies who enter the room would be hit by blackout and aeon. Any enemies who leave the room would also be hit by aeon and blackout plus a 50% chance of ending back in the choked room.
Solution #2: Change to a targetted skill that chokes an opponent (giving the same uncurable aeon-type effect but not a separate ailment). **This only chokes the target, NOT the caster.** There is no defense and no cure. The choke lasts for ten seconds or until the opponent or caster leaves the room, whichever comes first.
Solution #3: Change so Choke acts as an uncurable aeon affliction. **This chokes BOTH target and caster.** Can have multiple targets per caster. Lasts until one and a half minutes expires, the caster and target are separated for at least a half second, or the caster dies.
Furies' Decision:
Solution #3 to work in the following manner - caster and target will see the source/target of the choke, but the room will only see that a choke has been cast.
Guild: (None) Status: Approved Jan 2009
Problem: We have given the envoys six months to address issues regarding choke. Since we have not yet received any ideas that were satisfactory or truly addressed the issues, we are looking on implementing our own ideas but are leaving it up as a report for the envoys to comment on.
Solution #1: It would be a swirling shadow miasma around the room so it wouldn't affect anyone inside it. Any enemies who enter the room would be hit by blackout and aeon. Any enemies who leave the room would also be hit by aeon and blackout plus a 50% chance of ending back in the choked room.
Solution #2: Change to a targetted skill that chokes an opponent (giving the same uncurable aeon-type effect but not a separate ailment). **This only chokes the target, NOT the caster.** There is no defense and no cure. The choke lasts for ten seconds or until the opponent or caster leaves the room, whichever comes first.
Solution #3: Change so Choke acts as an uncurable aeon affliction. **This chokes BOTH target and caster.** Can have multiple targets per caster. Lasts until one and a half minutes expires, the caster and target are separated for at least a half second, or the caster dies.
Furies' Decision:
Solution #3 to work in the following manner - caster and target will see the source/target of the choke, but the room will only see that a choke has been cast.
Charune2009-02-06 09:00:59
The main issue the Night users brought up with Report 119 was that choke would single out the night user in a group fight. We're going to try this and see what happens. We'll be monitoring it closely. Luckily, that part of the code would be by far the easiest to modify.
Unknown2009-02-06 09:02:27
Whoa whoa whoa, you mean to say there are priority targets in group combat!?
Also, the choke suggestion isn't nearly as amusing if you snip out the comment war![sad.gif](style_emoticons/<#EMO_DIR#>/sad.gif)
Also, the choke suggestion isn't nearly as amusing if you snip out the comment war
![sad.gif](style_emoticons/<#EMO_DIR#>/sad.gif)