Xavius2009-09-14 03:24:11
QUOTE (Celina @ Sep 13 2009, 10:20 PM) <{POST_SNAPBACK}>
As an aside, I'd venture to say the stun on raise cudgel was somewhat random, as I had people climb down before I regained eq quite often, as well as the reverse.
To be fair, the reason it worked for me was:
CODE
| Xavius Carthan ---------------------------------------------------------|
| Sex    : Male                      Birthday  : 13th Dioni 73            |
| Race  : Furrikin                  Age      : 172                      |
| Mentor : Nobody                    Mentorship: Able to mentor          |
| Sex    : Male                      Birthday  : 13th Dioni 73            |
| Race  : Furrikin                  Age      : 172                      |
| Mentor : Nobody                    Mentorship: Able to mentor          |
If you're running eq-neutral, they probably do climb down a hair faster. Gregori, having swiftstripes, has no such excuse.
While we're totally off topic though, if people are autoclimbing on you, punish them with swoop and treebane. They won't die soon, but they'll be smashing their keyboard in frustration while they're
Lehki2009-09-14 03:25:00
QUOTE (Jozen @ Sep 13 2009, 10:37 PM) <{POST_SNAPBACK}>
Xavius and Alianna are both former druids (both of which I think have a lot more know how on druids than Viynain or Lehki) who agree with me that raise cudgel was never an effective means to sap. I can evaluate the effectiveness of it because I cure it on a daily basis. I’ve watched people like Viynain raise cudgel/sap over and over with no preparation and all he manages to do is waste power.
It’s something that also can be figured out with common sense. To sap “lock†someone, you need afflictions that will stick sap. In the case druids, they have to slow down cleansing/scrubbing at least until they can regain equilibrium to actively hinder. That’s never going to be the case if they don’t time sap with their demesne, and in that case, treelife will fire anyways.
It’s something that also can be figured out with common sense. To sap “lock†someone, you need afflictions that will stick sap. In the case druids, they have to slow down cleansing/scrubbing at least until they can regain equilibrium to actively hinder. That’s never going to be the case if they don’t time sap with their demesne, and in that case, treelife will fire anyways.
I don't think I even talked about Sap. What I complained about was putting a forced elevation movement on the same level as forced room movement.
But yeah, if you're trying to sap 1v1 somebody who is actively trying to stay out trees raise cudgel obviously isn't going to work well, it never did. But as it is now, the skill completely unreliable and a stupid choice to use in any situation at all. If the size change goes through and reduces demi-summon resistance so that it worked 50% of the time, it'd still be far to unreliable to depend on most of the time.
Nienla2009-09-14 03:47:57
QUOTE (Jozen @ Sep 13 2009, 09:59 PM) <{POST_SNAPBACK}>
Stop being opportunistic. Raise Cudgel was never an effective means to sap someone. 1-on-1, there is really no reason that someone couldn't instantly climb down after the stun ended. Therefore, the best method to sap was to do so based off treelife, which has NOT changed.
Trying to argue for a Sap buff is really silly. Hartstone can still stag fling into trees/climb up/sap instantly. This isn't very effective because ultimately you still depend on your demesne to sap lock, but it's really no less effective than raise cudgel was.
Trying to argue for a Sap buff is really silly. Hartstone can still stag fling into trees/climb up/sap instantly. This isn't very effective because ultimately you still depend on your demesne to sap lock, but it's really no less effective than raise cudgel was.
Safe bet would be to cease making assumptions and listen to the people who have been fighting and playing this game far longer than you have. I cannot say that I have been playing it long myself, but when you have a good bulk of this thread's population disagreeing with you, you're making an incorrect assumption and you really have no evidence to the contrary. You're providing no real basis for your arguments besides you knowing how an entire class' offense works just because you "cure" it.
Sap is how Druid's kill 1 vs 1. Period.
There is no disagreeing with that statement, correct? Now, Treelife ticks on a 10 second timer and a 10 second timer alone. Meaning that a Druid must rely ENTIRELY on their passive offense, in which you have enough time to easily run away, reapply Protection, and nullify their offense while they wait around and hope you stick around long enough to get hit by Treelife.
Your last statement where a Hartstone can just automatically fling someone up and Sap is accurate, though there is no reason that someone shouldn't be able to just cleanse out of that. You can argue that some cannot, but it is not the fault of the class for an individual's inability to cure. Just because you can't cure it, does not make it omgOP, somehow unbalanced, or unworthy of evaluation.
Celina2009-09-14 03:55:17
QUOTE (Jozen @ Sep 13 2009, 10:20 PM) <{POST_SNAPBACK}>
I'm really interested to know how protection scroll, 1-on-1, makes someone immune to druids when it can be stripped so easily and quickly taking a lengthy balance time to replace.
Also, I'm glad you pointed out raise cudgel was mostly just a spam-able active group skill that mass hindered. That was raised as a problem and is the reason it was fixed.
Also, I'm glad you pointed out raise cudgel was mostly just a spam-able active group skill that mass hindered. That was raised as a problem and is the reason it was fixed.
That's for you to figure out as I've seen several people figure it out. It's not hard when used in conjunction with shield. I don't mean this in an offensive way (or else the Mods will delete me) but you really just don't have the experience nor the success to be making the judgments that you are.
That's not what I said at all, do not twist my words or we'll have a repeat of last night. Cudgel is so effective, as are druids in general, because people panic, rely on triggers that aren't helpful, and freeze up. It could have used a nerf, and I think the nerf ectoplasm received would be a perfect solution to the cudgel problem, but what it is now is pathetic.
Personally, I'm getting tired of sweeping claims and hasty judgment calls. Demesnes do not sap lock for you. Cudgel was not nearly as crippling as some make it out to be.
Lehki2009-09-14 03:57:05
Edit: Ninja'd nvm. =D
Nienla2009-09-14 03:59:01
QUOTE (Lehki @ Sep 13 2009, 11:57 PM) <{POST_SNAPBACK}>
It's 10 seconds actually.
Yeah. Fixed. Was thinking Fae for a moment.
Xavius2009-09-14 05:49:39
QUOTE (Celina @ Sep 13 2009, 10:55 PM) <{POST_SNAPBACK}>
That's for you to figure out as I've seen several people figure it out. It's not hard when used in conjunction with shield. I don't mean this in an offensive way (or else the Mods will delete me) but you really just don't have the experience nor the success to be making the judgments that you are.
I think you just need dissolve on more of your aliases.
Dextrifer2009-09-17 19:49:50
Regarding raise cudgel,
May I humbly suggest that raise cudgel automatically hit when the druid is in their own demesne, and be subject to summon resistance when outside it?
May I humbly suggest that raise cudgel automatically hit when the druid is in their own demesne, and be subject to summon resistance when outside it?
Charune2009-09-24 02:50:19
Apparently this topic was closed. Reopened.
Celina2009-09-24 04:01:59
ANNOUNCE NEWS #1399
Date: 9/23/2009 at 19:56
From: Charune, Lord of the Hunt
To : Everyone
Subj: August 2009 Envoy Changes
=== August 2009 Envoy Changes ===
o ALLIES and ENEMIES now display only names, no titles. Display has
changed.
o Crow Hibernate lowered to 2p.
o Crow Spew has been changed to 4p (2 in crowform) and will affect all
non-crow personal enemies in room.
o Pox now only displays its secondary affliction line a small fraction
of the time.
o Damage for ignite will increase depending on number of thornlashes.
o Bonecrushers - FractureArm has been changed to both strike or swing
and Slapknuckle moved to require only light wounds.
o Phantasmagoria (Phantasms) now only costs 1 power and will increase if
it afflicts more than one enemy. Its balance cost and mana cost have
also greatly increased.
o Stillwater (Aquamancy) will now bypass normal drowning protection.
o Princess Tarot has been changed to give a defense that is activated
later using "BESEECH PRINCESS" carrying the same restrictions on use as
Gedulah/Green.
o Batting (Tailoring) has been halved in cost.
o Bloodthirst (Tracking) will reduce damage taken by dog.
o Polevault (Tahtetso) now allows leaping functionality without a
target.
o Fervor (Sacraments) is now a regular defense which boosts damage
against targets under the Heretic line or in Holy Ground.
o The Heretic line is no longer cured by Focus Spirit.
Enjoy!
Penned by My hand on the 3rd of Dioni, in the year 246 CE.
I find a couple of these questionable, but eh. No point in complaining now. Yay envoy system.
Date: 9/23/2009 at 19:56
From: Charune, Lord of the Hunt
To : Everyone
Subj: August 2009 Envoy Changes
=== August 2009 Envoy Changes ===
o ALLIES and ENEMIES now display only names, no titles. Display has
changed.
o Crow Hibernate lowered to 2p.
o Crow Spew has been changed to 4p (2 in crowform) and will affect all
non-crow personal enemies in room.
o Pox now only displays its secondary affliction line a small fraction
of the time.
o Damage for ignite will increase depending on number of thornlashes.
o Bonecrushers - FractureArm has been changed to both strike or swing
and Slapknuckle moved to require only light wounds.
o Phantasmagoria (Phantasms) now only costs 1 power and will increase if
it afflicts more than one enemy. Its balance cost and mana cost have
also greatly increased.
o Stillwater (Aquamancy) will now bypass normal drowning protection.
o Princess Tarot has been changed to give a defense that is activated
later using "BESEECH PRINCESS" carrying the same restrictions on use as
Gedulah/Green.
o Batting (Tailoring) has been halved in cost.
o Bloodthirst (Tracking) will reduce damage taken by dog.
o Polevault (Tahtetso) now allows leaping functionality without a
target.
o Fervor (Sacraments) is now a regular defense which boosts damage
against targets under the Heretic line or in Holy Ground.
o The Heretic line is no longer cured by Focus Spirit.
Enjoy!
Penned by My hand on the 3rd of Dioni, in the year 246 CE.
I find a couple of these questionable, but eh. No point in complaining now. Yay envoy system.
Xiel2009-09-24 04:14:54

Unknown2009-09-24 04:20:38
Believe from testing, the fervor buff stacks with heretic/hallowed ground in damage, but the wounds seem to get reduced as well. Needs more verification.
Unknown2009-09-24 04:21:19
I had to sort of boggle on the tracking change. It was like, they took part of one comment and partially implemented that. So wolves are still pinatas, except if bloodthirst is used, in which case they are slightly tougher pinatas, without clamp. Which is the major reason to use them. I initally thought, "gee, maybe I should resubmit it and try again?" but... that seems like it would be asinine on my part.
So, really, I'd almost rather the whole thing have been rejected, rather than whiff the objective so severely.
I appreciate the gesture, I really do, since tracking is generally considered the bottom of the barrel for fighting, but it definitely gave me a "wha?" moment.
So, really, I'd almost rather the whole thing have been rejected, rather than whiff the objective so severely.
I appreciate the gesture, I really do, since tracking is generally considered the bottom of the barrel for fighting, but it definitely gave me a "wha?" moment.
Everiine2009-09-24 04:32:40
Yeah, it's odd that we've now been given an incentive to NOT use our bonds best (only?) combat ability. A buff to the bond is nice and was needed, but probably not at the expense of the best ability.
Unknown2009-09-24 20:04:24
The dog needs to be less easy to kill, but an invulnerable clamp would get old fast. SO.
New ability: Passive. Everytime the dog is hit, the owner gets a x% damage boost for x seconds against the person that hit the dog. Cumulative. In a RP game you wouldn't need the 'against the person that hit the dog' clause, but hey (this statement's just a zinger).
New ability: Passive. Everytime the dog is hit, the owner gets a x% damage boost for x seconds against the person that hit the dog. Cumulative. In a RP game you wouldn't need the 'against the person that hit the dog' clause, but hey (this statement's just a zinger).
Unknown2009-09-24 20:34:15
Are you implying that people might hit their own dog to get the damage boost if it isn't specific to the striker? For shame, that would never happen in Lusternia!
Zallafar2009-09-26 05:56:03
QUOTE (Celina @ Sep 23 2009, 09:01 PM) <{POST_SNAPBACK}>
o Fervor (Sacraments) is now a regular defense which boosts damage
against targets under the Heretic line or in Holy Ground.
o The Heretic line is no longer cured by Focus Spirit.
against targets under the Heretic line or in Holy Ground.
o The Heretic line is no longer cured by Focus Spirit.
Maybe this is a better topic to post my question under.
The word line has me wondering if what is meant is that all of Heretic/Infidel/Inquisition are no longer cured by focus spirit. I.e. that line of attack/afflictions. I read the envoy report but that didn't help me. Or can Infidel still be cured by focus spirit? Anyone know for sure?
Esano2009-09-26 05:59:11
I believe it's referring to the fact that focusing spirit while afflicted with heretic would cure the affliction entirely, whereas many Celestines believed it should only hide the glow (ie prevent you from knowing when to inquisition, but still give afflictions). Thus, it was changed to do the latter rather than the former.
EDIT: Best way to find out is to find a Sacraments user to check, of course.
EDIT: Best way to find out is to find a Sacraments user to check, of course.
Razenth2009-09-26 06:21:14
I just stopped using it since I couldn't figure out what the heck all the fancy changes did to Inquisiton 

Lekius2009-11-07 23:07:24
QUOTE
ANNOUNCE NEWS #1428
Date: 11/7/2009 at 22:57
From: Roark Libertas
To : Everyone
Subj: Demesne Changes
Some changes to the demesne:
+ The max size is 10 rooms.
+ The existing demesne jewlery artifact will triple the max demesne
size.
+ Passive effects will only be active in the caster's room and all
adjacent rooms.
Date: 11/7/2009 at 22:57
From: Roark Libertas
To : Everyone
Subj: Demesne Changes
Some changes to the demesne:
+ The max size is 10 rooms.
+ The existing demesne jewlery artifact will triple the max demesne
size.
+ Passive effects will only be active in the caster's room and all
adjacent rooms.
I guess this counts as an Envoy change?
Anyway, 10 rooms does seem a bit small in my opinion!