New 'Third Skill' for Druids

by Nementh

Back to Ideas.

Sylphas2006-08-31 18:27:31
QUOTE(Revan @ Aug 31 2006, 02:08 PM) 326269
The last thing druids need is another skillset.


Yeah, it's not like any other classes get 8 or 9 skillchoices. rolleyes.gif

Xenthos2006-08-31 19:41:33
QUOTE(Sylphas @ Aug 31 2006, 02:27 PM) 326277

Yeah, it's not like any other classes get 8 or 9 skillchoices. rolleyes.gif

You know... you're right, minus the rolleyes! happy.gif
Soll2006-08-31 19:44:40
Guardians - 5.
Wiccans - 5.
Mages - 6.
Druids - 4.
City warriors - 7.
Commune warriors - 8.
Diamondais2006-08-31 19:45:20
QUOTE(Soll @ Aug 31 2006, 03:44 PM) 326297

Guardians - 5.
Wiccans - 5.
Druids - 4.
City warriors - 7.
Commune warriors - 8.

Forgot Mages.
Soll2006-08-31 19:45:39
Did not. tongue.gif
Diamondais2006-08-31 19:46:45
QUOTE(Soll @ Aug 31 2006, 03:45 PM) 326299

Did not. tongue.gif

Bugger, you did. Read my quote. You just editted it!
Xenthos2006-08-31 20:32:48
QUOTE(Soll @ Aug 31 2006, 03:44 PM) 326297

Guardians - 5.
Wiccans - 5.
Mages - 6.
Druids - 4.
City warriors - 7.
Commune warriors - 8.

And your warriors ones are biased, because the 4 weapon choices are all essentially the same thing. There's no real uniqueness or difference. Choose a weapon type and get afflictions for it. Pureblade and Axelord are even essentially the same as blademaster / bonecrusher, with a VERY SMALL handful of different afflictions. They just have less power as a result of that.

This new 'third skill' is not at all that similar to anything else in the Druid arsenal. happy.gif
Nementh2006-08-31 23:05:43
This an idea, I never expected to see any of this implemented into the game. Just like most of the skillsets proposed here. So get off my back about wanting to add a new skill to druids. If I wanted this set to be in the game as is, I would've given it to an envoy, so back off.


And for the comment about this being because we had a skill that was worthwhile, and now it is pointless, you are wrong. I have been doing a little work on this here and there since before the skill was even introduced.


Also, you guys can propose stuff for your own classes to... stop biting off my head because you don't want to think of your own stuff.

Ok rant over.... and since there was no real criticism or recommendations, I guess this is the end of my post.
Sylphas2006-08-31 23:24:48
True, warriors utilize weapon choices in a highly similar fashion, but they're not all the same skills. Maybe count it as a choice between 1h and 2h if you want, but that's still 1) Highmagic 2) Lowmagic 3) 1h 4) 2h 5) Stag 6) Moon 7) Tracking for commune warriors. Druids get 1) Dreamweaving 2) Runes 3) Ecology.
Diamondais2006-08-31 23:29:40
QUOTE(Sylphas @ Aug 31 2006, 07:24 PM) 326359

True, warriors utilize weapon choices in a highly similar fashion, but they're not all the same skills. Maybe count it as a choice between 1h and 2h if you want, but that's still 1) Highmagic 2) Lowmagic 3) 1h 4) 2h 5) Stag 6) Moon 7) Tracking for commune warriors. Druids get 1) Dreamweaving 2) Runes 3) Ecology.

Warriors in general get tracking.
Sylphas2006-09-01 00:06:29
But city warriors don't have three choices, just two.
Unknown2006-09-01 01:08:43
I'll focus on poison-y afflictions from this skill.

First of, venom = useless. Poison resistance doesn't change the chance for poisons to hit, only poison damage which is very rare (I think used only by geomantic staffblasts).

I assume that venomed darts don't hit 100% of the time, but rather have an envenom rate like swords. Not that it helps, because Strengthen Poison makes it 100% - and gives a 50% chance of making a hidden affliction!

This + Fast Blowgun + Double Envenom = overpowered to the nth degree.

And Expert Envenom is overpowered by its own. Timed poisons = poisonlock. I thought these things were so out of Lusternia.

World Image is so broken that I won't even comment. But it's not a poison skill.
Nementh2006-09-01 01:31:51
First off.. I had immagined that the blowgun by itself would have the equivelent of a two handed balence... having used them, they are unwieldy, and hard to aim. The darts would have a chance of actually missing the target as well... that is not meant to be a garenteed hit. Fast Blowgun would make it about the speed of a broadsword... still fairly slow.

So when you consider, not a garenteed hit; still fairly slow, even with fast blowgun, plus preparing more then 15 darts ahead of time is a waste of poison if they are not used, 15 second delay, that means two shots at most... with what I have envisioned, meaning a trans Ahisma could deliver four poisons at the same time, assuming both darts hit with in fifteen seconds. I beleive a Wiccan can hit you with six at the same time, not including fae... (Jiva do not get fast blowgun, double envenom.)

Venom skill was meant to reduce the reistance from resilience.

And on World Image, I do not see how it is overpowered.... one hour, warning that it is being used. Can't use crush, as that requires the target to be in the same room, fling is stopped from being effective by levitate, just stay outdoors, broken limbs are easy to cure, and fire... well we all know fire is only effective on newbies. Cursed Visage, bind and entangle are really the only ones you would need to worry about, and none of those will actually kill you. Well maybe cursed visage, but I beleive those all have the same cure, and are reletively easy to get.

Of course if you are afk, or not a skilled fighter, then yeah it is broken. But every skill is broken under that situation.



Remember, Enfeeble and Darkness do not require an image.... they need to be used on the actual target.
Mirk2006-09-01 01:42:47
Part of the problem I see with this is that there really isn't a way to prevent this skill being used (much like psionics). Maybe if you also listed some counter measures?
Unknown2006-09-01 01:47:57
QUOTE(Nementh @ Sep 1 2006, 03:31 AM) 326403

First off.. I had immagined that the blowgun by itself would have the equivelent of a two handed balence... having used them, they are unwieldy, and hard to aim. The darts would have a chance of actually missing the target as well... that is not meant to be a garenteed hit. Fast Blowgun would make it about the speed of a broadsword... still fairly slow.

So when you consider, not a garenteed hit; still fairly slow, even with fast blowgun, plus preparing more then 15 darts ahead of time is a waste of poison if they are not used, 15 second delay, that means two shots at most... with what I have envisioned, meaning a trans Ahisma could deliver four poisons at the same time, assuming both darts hit with in fifteen seconds. I beleive a Wiccan can hit you with six at the same time, not including fae... (Jiva do not get fast blowgun, double envenom.)

Venom skill was meant to reduce the reistance from resilience.


No such thing as "two handed balance" or "broadsword balance". Weapon speed is dependant on its Speed attribute, which can be as high or even higher on two-handers as it is on one-handers.
15 second delay means that you can time your darts. Let's assume that poisons A, B and C make a deadly lock. Normally you can't get afflicted by more than two of them, and most of the time it'll be only one, because weapons don't afflict 100% of the time. This gives you time to cure your poisons before the enemy attacks again. But with the delay, you can time your poisons so A, B and C will hit AT THE SAME TIME - no matter the skill of the defender, it will force him into an unbeatable lock. Instant win in 15 seconds.
Waste of poison comment - anyone who wants to take fighting seriously should be able to afford a vial of poison, which costs only 700 gold or even less + vial cost.
If your darts don't have a 100% chance to hit, then either they will be too unreliable (but still can do a cheap lock, especially if you can see what missed and what didn't and time in advance) if too inaccurate, or still overpowered if accurate (80% accuracy or something like that). Plus, that's adding even more luck to what, IMHO, should be a game of skills only (the admins seem to think that way too, with adding luck-reducing effects like maneouvers).
Comparing to Wiccans - they can deal 2 afflictions at the same time with hexes, plus negligible afflictions from the Fae. You should easily heal these up before the wiccan regains balance. But your skill, as you admitted yourself, allows you to hit with 4 POISONS at once - even if it would put the fighter off-balance for half a minute, it's still enough to make a lock. It's like comparing hitting once for 800 damage every 4 seconds (giving plenty of time to heal up) and hitting once per minute for 8000 damage - the once per minute killer hit deals less damage-per-second total, so it should be balanced. But isn't.
Nementh2006-09-01 01:55:43
Ok I had thought that a wicca could deliver two poisons at once...

But this is an easy fix. If expert envenom is used, and double envenom used, then only one poison will be delayed. Giving you time to still cure a poison and prevent a lock.

And when I compared it to two hand balence, and broadsword balence, I was giving relative examples, not imply they have their own balence speeds.
Unknown2006-09-01 02:02:22
QUOTE(Nementh @ Sep 1 2006, 03:55 AM) 326410

But this is an easy fix. If expert envenom is used, and double envenom used, then only one poison will be delayed. Giving you time to still cure a poison and prevent a lock.


Still plenty of opportunity for locks.

Let's assume that dart attacks have a VERY long balance recovery - 6 seconds.

So we do something like this:

A, B, C and D form a lock:

I attack with a dart envenomed with A (timed to hit in 12 seconds) and something.

6 seconds later I attack with a dart envenomed with B timed to hit in 6 seconds, and something else.

6 seconds after that I attack with C and D.

Voila, a 4-affliction lock. Not to mention that most locks are 3-poisoned, so you can make a delayed hit and then a double one 6 seconds later. And we must still remember about Strengthen Poison making poisons hidden - slows down an enemy's offence significantly since they have to diagnose, or if you're lucky they'll miss something and they're toast.

Finally, let's return to weapons for a second - a "standard" one hander has the same speed as a "standard" two-hander. Normal weapons (precision or damage based, or average ones) hit once every about 4 seconds. Speed weapons hit once every 3 seconds - about that. Hope it helps with clarification.
Gelo2006-09-01 03:01:13
QUOTE(Wesmin @ Aug 31 2006, 07:27 PM) 326176

He was saying that dreamweaving is the best spiritual secondary skill that druids have, not that it's the best combat-wise.


Ah I see. I would agree also.
Nementh2006-09-01 03:57:08
QUOTE(Cuber @ Sep 1 2006, 02:02 AM) 326414

Still plenty of opportunity for locks.

Let's assume that dart attacks have a VERY long balance recovery - 6 seconds.

So we do something like this:

A, B, C and D form a lock:

I attack with a dart envenomed with A (timed to hit in 12 seconds) and something.

6 seconds later I attack with a dart envenomed with B timed to hit in 6 seconds, and something else.

6 seconds after that I attack with C and D.

Voila, a 4-affliction lock. Not to mention that most locks are 3-poisoned, so you can make a delayed hit and then a double one 6 seconds later. And we must still remember about Strengthen Poison making poisons hidden - slows down an enemy's offence significantly since they have to diagnose, or if you're lucky they'll miss something and they're toast.

Finally, let's return to weapons for a second - a "standard" one hander has the same speed as a "standard" two-hander. Normal weapons (precision or damage based, or average ones) hit once every about 4 seconds. Speed weapons hit once every 3 seconds - about that. Hope it helps with clarification.



You are still assuming all darts hit... which may or may not happen. With hidden afflictions, the miss something are be toast is always the case, so that argument doesn't really belong here. Plus... you can shield, forcing your oponent to nullify before attacking, thus messing up the timing, giving you a chance to cure. And that is something you are leaving out. A little inept skill EVERYONE has. A simple shield after the first dart can prevent that. Plus, you are assuming that person A has the poisons, and knows what they do, so lets assume person B knows what he is doing to. He prolly has some resilience, which gives a chance that a poison will not fire. May or may not have snake in totems depending on archetype, more may or may not hit from poisons. Plus, they would be smart enough to shield. Lusternia also has a whole lot more 'complete' heals, like green, etc... to completely erase said lock. Yes, it could be quite powerful, but then again, so could everything with a good trigger system. Also, in all of your time fighting, how often have you been able to pull off exact timing like your lock would require.

To quote one of my physics profs: "The boundry between the possiblity the numbers show us, and the improbablity experience shows us is a very distinct line." Yes, it could be theoritically possible to turn Mars into a star by increasing its mass, and generating energy in its core, but it is realistically impossible to generate the amount of energy needed, and to increase the mass the amount needed. And another quote: "Whats mathmatically possible, is not always realistically possible."
Unknown2006-09-01 12:45:22
Still overpowered. Your post has misconceptions of how skills work - Snake does not give a chance to resist poisons, for example. They seem to flaw your point of view.

Compare how easy it is to pull locks with your skill with what was considered extremely overpowered - the slitlock.