ENVOY REPORTS

by Ashteru

Back to Common Grounds.

Ashteru2006-06-04 06:50:33
QUOTE(Kharvik @ Jun 4 2006, 06:34 AM) 293756

Who the hell cares about vessels, you dont need them to kill people. I'm just glad they didn't nerf Forcefield cool.gif

Seconded man. Really, really seconded.
Mederrach2006-06-04 06:54:17
QUOTE(Xavius @ Jun 3 2006, 11:50 PM) 293763

Compare this to heartburst (both your reaction to a needed change and the differences in implementation), and I think you'll understand why you're coming off as a little silly right now.


Did I ever say heartburst didn't need the change? Nope. It DEFINITELY needed the change. I said as much at the Envoy Summit. I'm simply saying, we need to ask ourselves, is 108 seconds the right time? It is too much?

Edit: As I said earlier, only time will tell. I can't tell very much from the preliminary tests, but the nerf isn't wholly debilitating. I'm not sure how it'll play out in a real scenario yet, or in real combat, or in group combat. More testing is needed.
Acrune2006-06-04 07:08:25
Also worth noting that for these two minutes, we have to hold these people down. If a person has tumble, and they're paying attention at all, I can't see heartburst happening 1v1 in any typical combat situation.

And before you say it, burst and barrier use the same channel, and each only use that channel.

It is starting to feel like we're forced to a damage kill again. Except for daggers, we don't really have many afflicting options. Demesnes aren't what you warriors seem to think they are, Aquamancer passive afflictions consist of phantom and icefloe. You're hardly under a constant barrage of afflictions that are preventing you from curing vessels. Most of a mage's afflicting power is from the third skillset - and in this case, its completely or nearly used up by trying to give you vessels, not hindering/distracting you/stealing all your money/designing an instant win button/making your armor rust/doing ninja moves or whatever else some people seem to think we can pull.

But, ya know, whatever. I'll just sit around with my hailstorm. Its all I really need, and its pretty satisfying. Don't nerf that please tongue.gif
Unknown2006-06-04 07:10:19
What -are- the afflictions given in an aquamancer demesne?
Kharvik2006-06-04 07:10:49
If they would touch runes, they could be pretty powerful with illusions and stuff. From what I've heard though they haven't talked about them.
Acrune2006-06-04 07:11:01
QUOTE(Avaer @ Jun 4 2006, 03:10 AM) 293775

What -are- the afflictions given in an aquamancer demesne?


The only affliction given that you have to cure is chills. Thats it.
Unknown2006-06-04 07:12:12
So... the rest of the demesne does damage????

jawdrop.gif
Revan2006-06-04 07:12:54
Wow, Elryn... no sad.gif
Acrune2006-06-04 07:13:08
QUOTE(Avaer @ Jun 4 2006, 03:12 AM) 293779

So... the rest of the demesne does damage????

jawdrop.gif


Hmm, stun, knockdown, and elemental defense stripping are the only ones that really affect combat much. But none are afflictions.
Unknown2006-06-04 07:13:33
I was hoping not... so, anyone want to say what the afflictions really are?

Edit: Ah, ok.
Mederrach2006-06-04 07:14:13
QUOTE(Acrune @ Jun 4 2006, 12:13 AM) 293781

Hmm, stun, knockdown, and elemental defense stripping are the only ones that really affect combat much. But none are afflictions.


There's also paralysis, I believe. Jellyfish, right?
Acrune2006-06-04 07:14:52
Nope. That would be the stun
Revan2006-06-04 07:16:13
Demesnes really aren't that great as people make them out to be, sadly. I heard that there was a suggestion for applying health to cure vessels, but it was shot down because... it'd be deadly in a demesne? I mean... is there no such thing as synergy? =/
Mederrach2006-06-04 07:16:36
QUOTE(Acrune @ Jun 4 2006, 12:14 AM) 293784

Nope. That would be the stun


My bad.
Acrune2006-06-04 07:17:12
QUOTE(Revan @ Jun 4 2006, 03:16 AM) 293785

Demesnes really aren't that great as people make them out to be, sadly. I heard that there was a suggestion for applying health to cure vessels, but it was shot down because... it'd be deadly in a demesne? I mean... is there no such thing as synergy? =/


laugh.gif

That'd be rediculous, especially for geomancers.
Mederrach2006-06-04 07:18:24
QUOTE(Acrune @ Jun 4 2006, 12:17 AM) 293789

laugh.gif

That'd be rediculous, especially for geomancers.


It was suggested that, while you can cure 1 vessel with sipping health, you have the option to apply health to your chest to heal 1-2 or 1-3. Not THAT ridiculous.
Ashteru2006-06-04 07:18:46
QUOTE(Acrune @ Jun 4 2006, 07:17 AM) 293789

laugh.gif

That'd be rediculous, especially for geomancers.

My demesne does like no damage though...sad.gif
Terenas2006-06-04 07:19:19
QUOTE(Mederrach @ Jun 4 2006, 06:54 AM) 293766

Did I ever say heartburst didn't need the change? Nope. It DEFINITELY needed the change. I said as much at the Envoy Summit. I'm simply saying, we need to ask ourselves, is 108 seconds the right time? It is too much?

Edit: As I said earlier, only time will tell. I can't tell very much from the preliminary tests, but the nerf isn't wholly debilitating. I'm not sure how it'll play out in a real scenario yet, or in real combat, or in group combat. More testing is needed.

If more testing is required then why did Guido, Fallen, and you start complaining how it's a huge 150% duration increase? For such a pathetically easy to use instant kill 108 seconds is laughable but at least it's not less than 45 seconds.

QUOTE(Acrunes)

Also worth noting that for these two minutes, we have to hold these people down. If a person has tumble, and they're paying attention at all, I can't see heartburst happening 1v1 in any typical combat situation.

You realize in order for most people to kill others the person has to stay in the same room right? By your logic it's not feasible for a warrior to ever kill anyone if he keeps tumbling/running after every single hit.
Daganev2006-06-04 07:23:14
I really wish I could be garanteed a kill in 108 seconds.
Acrune2006-06-04 07:26:11
QUOTE(terenas @ Jun 4 2006, 03:19 AM) 293794

You realize in order for most people to kill others the person has to stay in the same room right? By your logic it's not feasible for a warrior to ever kill anyone if he keeps tumbling/running after every single hit.


Warriors, in attacking, are afflicting and hindering. So they're doing damage, and afflictions that prevent you from curing/running.

For heartburst, if you're trying to get 12 vessels, you have 2 channels to do stuff, assuming you have nothing locked (such as forcefield). These channels have roughly a 4 second and a 6 second balance. And really, you're not going to get much done with those. Even with all three channels active, in a demesne, its a breeze to just walk away from the attacker, where you can now cure all vessels in 20-ish seconds.

QUOTE(daganev @ Jun 4 2006, 03:23 AM) 293795

I really wish I could be garanteed a kill in 108 seconds.


Me too. doh.gif