Affliction changes

by Unknown

Back to Common Grounds.

Unknown2006-06-17 17:18:10
QUOTE
ANNOUNCE NEWS #584
Date: 6/17/2006 at 17:15
From: Estarra, the Eternal
To : Everyone
Subj: Cure Update

The melancholic purgative now must be applied either to the chest or the
head as follows:

(to chest) asthma, punctured lung, black lung
(to head) dizziness, vapors, sensitivity


Penned by My hand on the 3rd of Urlachmar, in the year 150 CE.



The change to a 3-affliction lock is a pretty big one, it was definitely needed.

Though I don't see the logic behind making vapors/dizziness/sensitivity an apply cure and eaten cure, versus an eaten and drank cure like it used to be. I wish just asthma, punctured lung, and black lung were moved to a regular apply cure (just APPLY MELANCHOLIC versus to head) and dizziness, vapors, and sensitivity left as drank cures, because you can actually stack up drank cures .

Discuss.


Allhex is officially dead. I found it useless before, and now even more useless, since the equilibrium is so long, far more effective to whammy/doublewhammy. IMO, just drop allhex, and move Hexaura to transcendent, plop some minor skill in the place Hexaura used to be. I think it'd be better overall. Hexaura is certainly worthy of a transcendent ability (Provided the whammy/doublewhammy limitation was gone). Allhex was always sort of unbalanced in that it was weak against those who had focus mind, and ridiculuous against those who didn't.

Edit: Ah misunderstood the post, seems they aren't removing the old cures, just giving a second option to cure with, I.E. instead of eaten/drank (both blocked by anorexia). Still, personally find it annoying that dizziness, vapors, and sensitivity have a second cure at all, let alone one of them on a salve balance. The classes that give vapors/dizziness/sensitivity have difficulty stacking up salve balance to any degree.


Wasn't Slitthroat + Slickness poison rather overlooked in this announcement?
Tervic2006-06-17 17:47:50
a mild change to my scripting but nothing overbig... I say meh, what was the point of this change?

oh right... it's a 3 affliction lock instead of 2 and gives a way out of asthma/anorexia hexlocking. I like.

but can hexes give slickness? I don't think it can, but correct me if I'm wrong.
Xenthos2006-06-17 19:27:41
QUOTE(Anonymous @ Jun 17 2006, 01:18 PM) 299288

Edit: Ah misunderstood the post, seems they aren't removing the old cures, just giving a second option to cure with, I.E. instead of eaten/drank (both blocked by anorexia). Still, personally find it annoying that dizziness, vapors, and sensitivity have a second cure at all, let alone one of them on a salve balance. The classes that give vapors/dizziness/sensitivity have difficulty stacking up salve balance to any degree.
Wasn't Slitthroat + Slickness poison rather overlooked in this announcement?

These were all things that were already cured by melancholic, by the way... but melancholic was switched to be a salve (can't drink it).
Shamarah2006-06-17 19:58:16
I likes.
Unknown2006-06-17 20:24:46
QUOTE(Xenthos @ Jun 17 2006, 09:27 AM) 299326

These were all things that were already cured by melancholic, by the way... but melancholic was switched to be a salve (can't drink it).


Yes, that's what I said, another option to cure it (because in the case of anorexia, it was eaten/drank before, which are essentially the same thing), and made it into a salve. I think they should have left sensitivity/vapors as a drink cure, it's too hard to stack up afflictions that are salve cures, because most classes that afflict with those can't do any other salve cures.


I also really feel they overlooked slitthroat + slickness, as that is a two part lock that you can't even focus out of.
Estarra2006-06-17 20:40:50
QUOTE(Anonymous @ Jun 17 2006, 01:24 PM) 299343

I also really feel they overlooked slitthroat + slickness, as that is a two part lock that you can't even focus out of.


Maybe we'll make smoking myrtle cure slit throat.

(Sort of makes sense as smoking myrtle is supposed to cure nerve damage.)

Or maybe an enchantment? I was thinking it'd be interesting if some things could only be cured by enchantment so communes had to rely on cities for certain cures (though I was thinking more spiritual afflictions).
Xenthos2006-06-17 20:42:22
QUOTE(Estarra @ Jun 17 2006, 04:40 PM) 299348

Maybe we'll make smoking myrtle cure slit throat.

Last I knew, smoking was difficult with a huge hole in your neck, just like drinking... unsure.gif

Wouldn't that be a one-affliction lock? Just slit their throat, don't even need slickness! smile.gif

Edit: And a slit throat is not nerve damage. It's a huge hole. That's why mending makes sense for it... unsure.gif
Vix2006-06-17 20:42:55
If you can implement some way to attract more enchanters. sad.gif They don't exist. Or at least make cubes have some way to enchant specific spells on unenchanted jewelry.
Geb2006-06-17 20:51:42
I like the changes a lot. The idea of giving slit-throat a different cure seems prudent to me. Slit-locks are pretty easy to come by, so a person can just envenom his/her blade with Senso and use a defense bypassing attack to acquire the lock. Smoking may not sound right realistically, but realism is not always needed in a fantasy world. The game-play balance it would bring outweighs the loss in realism or immersion the change may cause.
Xenthos2006-06-17 21:01:04
QUOTE(geb @ Jun 17 2006, 04:51 PM) 299353

I like the changes a lot. The idea of giving slit-throat a different cure seems prudent to me. Slit-locks are pretty easy to come by, so a person can just envenom his/her blade with Senso and use a defense bypassing attack to acquire the lock. Smoking may not sound right realistically, but realism is not always needed in a fantasy world. The game-play balance it would bring outweighs the loss in realism or immersion the change may cause.

The only defence-passing attack that can acquire the lock are done by two-handed blades, by the way.

On the other hand, making a cleanse enchantment temporarily clean off slickness would work (you use it, and the oily skin is gone for a brief period of time allowing you to apply).
Unknown2006-06-17 21:05:37
I've been slit-locked on the first attack of a One-handers way too many times >.<

But yeah.. smoking might be a little odd.. but the fact that the smoke gets caught up could be why it cures it? I mean, nerve damage is usually interior physical damage that mending can't reach.. maybe have smoking myrtle allow you to drink/eat a single time? Like.. the ammount of damage it was able to repair is minimal, so the act of drinking again will re-tear the opening, but you'll get that single shot to cure the slickness? And have it be cured before pierced nerves, so that could give warriors a slight chance of stacking something else? (since it'll take smoking myrtle, getting rid of slickness, and then actually curing the slit throat before it goes away, and ties up 3 of their curing balances)
Geb2006-06-17 21:06:09
QUOTE(Xenthos @ Jun 17 2006, 10:01 PM) 299356

The only defence-passing attack that can acquire the lock are done by two-handed blades, by the way.

On the other hand, making a cleanse enchantment temporarily clean off slickness would work (you use it, and the oily skin is gone for a brief period of time allowing you to apply).


I happen to be a two-hander, and yet I still agree that some change is needed. I do rather like a more permanent cure, instead of the temporary one you suggested. Don't get me wrong, the idea to have cleanse work on it seems fine to me, but I would rather it be a permanent solution since it is a solution that requires the person to have and use equilibrium.
Xenthos2006-06-17 21:09:36
QUOTE(geb @ Jun 17 2006, 05:06 PM) 299358

I happen to be a two-hander, and yet I still agree that some change is needed. I do rather like a more permanent cure, instead of the temporary one you suggested. Don't get me wrong, the idea to have cleanse work on it seems fine to me, but I would rather it be a permanent solution since it is a solution that requires the person to have and use equilibrium.

Well, so does the other alternative (invoke green, for example). And if they use any enchantment cure, it will take the same. Giving the option is good, I don't really see it taking eq as a problem.

As to the first-hit slit throat on one handers, I have to say I don't believe it. Slit throat is a heavy wound for us, it requires a hack down (random between chest and head), etc. And lunge is a jab, not a swing.
Unknown2006-06-17 21:11:25
QUOTE(Xenthos @ Jun 17 2006, 02:09 PM) 299360

Well, so does the other alternative (invoke green, for example). And if they use any enchantment cure, it will take the same. Giving the option is good, I don't really see it taking eq as a problem.

As to the first-hit slit throat on one handers, I have to say I don't believe it. Slit throat is a heavy wound for us, it requires a hack down (random between chest and head), etc. And lunge is a jab, not a swing.


er.. I meant two-handers, sorry >.<
Geb2006-06-17 21:31:06
QUOTE(Xenthos @ Jun 17 2006, 10:09 PM) 299360

Well, so does the other alternative (invoke green, for example). And if they use any enchantment cure, it will take the same. Giving the option is good, I don't really see it taking eq as a problem.


Please name another affliction-lock that makes it impossible for the person to sip vials and that requires the person to have power, balance, and equilibrium on hand to cure. It is already a powerful affliction, considering everyone does not have green or gedulah. If we want a bit of parity in the changes in locks, then we should create a cure for slit-lock that everyone could have some access to if they planned and prepared themselves. Cleanse is a possibility, but it should be a cure that is actually a cure if it will require the three factors of equilibrium, balance, and a cleanse enchantment to be successful (actually more, considering you can't use it while prone, or paralyzed, etc.).

Now, Fallen’s suggestion is another option. Though, it will not make much difference in the grand scheme of things when it comes to system use (difference between the first suggested cure of smoke myrtle). A person can make his system do all of the actions required in Fallen’s sequence of cures, making it so the warrior would not get in another combo or attack before the affliction is cured. I have no real problem with that, but I can see how it will bother other people who may depend on slit-locks to defeat people. It is a bit more amenable to both sides of the issue than the first suggested cure of just smoking myrtle.
Unknown2006-06-17 21:52:08
I know systems would insta-cure it, but at that point, at least their smoke, salve, and sip balances are used up, so that's 3 cures for 2 afflictions, which at least some sort of step forward.

Could also just add a short delay to the temporary myrtle cure... since it is smoke, and is curing something outside of the norm. That might still give a slit-lock the power to delay your opponent long enough to take some sort of advantage of the situation, while still letting the situation be better than needing equilibrium.

So, it would be smoke myrtle, wait, cure slickness, cure slit throat.

Or, rather than a delay, perhaps make it require 2 puffs to cure enough for that single sip?

Either way, it would make it curable while still giving a slit-lock some power.
Unknown2006-06-17 22:03:28
Just make applying cure slit throat instantly, and smoking myrtle have a few seconds of delay before curing it a la regeneration vials.
Soll2006-06-17 22:05:59
I don't like the tendon, slitlock, slickness lock, either. More advanced, and at the moment, some people will just not be able to cure it if they get hit by it. Prone stops Gedulah/Green, can't eat/drink/smoke/apply.
Geb2006-06-17 22:08:10
*For Tuek and Fallen*

Both of you have solutions that sound pretty good to me. How would a 3 to 4 second delay sound? Time enough to give the warrior a chance to get in another hit before the cure goes through.
Unknown2006-06-17 22:38:33
Sounds like a reasonable delay to me. I'd say warriors should at least be able to get that one more strike in before its cured, to be able to take advantage of the unattended wounding, while not making it a fight-breaker on its own (because, anything you can land on the first hit should not have that capability)