Anarias2006-10-25 17:01:37
The only change that ought to be made is making a demesne breakable through sanctuary. Its fine elsewise.
Pits are pretty lame inasmuch as they slow you down a lot more than a demesne. I've never had a problem getting through demesnes in village revolts but pits in every room made it ridiculous. I won't suggest any changes though or cry for nerfings because I don't know enough about them to know what would be right.
Pits are pretty lame inasmuch as they slow you down a lot more than a demesne. I've never had a problem getting through demesnes in village revolts but pits in every room made it ridiculous. I won't suggest any changes though or cry for nerfings because I don't know enough about them to know what would be right.
Tiran2006-10-25 17:55:56
Agreed, the demesne thing could probably use the most change.
Although, how is one falling into pits when they are levitating above the ground anyways? If levitation countered pits, it could be a possibility. But on the flip side, geo demesnes are the only thing I know of that strip levetation.
Although, how is one falling into pits when they are levitating above the ground anyways? If levitation countered pits, it could be a possibility. But on the flip side, geo demesnes are the only thing I know of that strip levetation.
Reiha2006-10-25 18:12:21
I thought the pits were annoying and confusing, but they're fine. Just climb out and run. I don't think Druids(?) need this nerfed. It's how they kill. Though the levitation bit sounds useful.
Sanctuary areas should not be allowed to have an inactive demesne sitting there, should be broken/truegrounded first, imo.
Sanctuary areas should not be allowed to have an inactive demesne sitting there, should be broken/truegrounded first, imo.
Unknown2006-10-25 22:04:03
QUOTE(Aieren @ Oct 24 2006, 11:54 PM) 346453
I definitely think that some reworking of the campaigning system wouldn't hurt. Maybe putting a slow, constant power drain on the holder, or making the campaign time limited in some way.
QUOTE(Xenthos @ Oct 24 2006, 11:54 PM) 346454
Unless they have huge hordes of people with sanctuary + moonbeam, at which point hiding in sanctuary is the best thing for them to do. No way to lose!
QUOTE(Aieren @ Oct 24 2006, 11:54 PM) 346453
A sidenote about the demesne breaking. All of the important rooms were sanctuaried to keep the demesne intact, so everyone in those rooms was safe from the demesne. So apart from some hindering of travelling from place to place, I'm not sure how much of an effect the unbreakable demesne had on the actual influencing. If people had wanted to actually influence rather than just kill people they could easily have done so.
I seriously doubt there will ever be a time when everyone is happy with demenses in lusternia's future, there will always be some group or another complaining about something.
Gandal2006-10-25 22:15:37
I suggest that staff abilities like aqua staff twirl be non-aggressive. I LIVE on staff twirl! Especially annoying is hard-to-break hostile demesne outside sanced room with monolith, which is what happened in Dairuchi for a while.
Xenthos2006-10-25 23:53:11
QUOTE(Wesmin @ Oct 25 2006, 06:04 PM) 346651
Also, a few -really- good influncers *cough* speced faelings *cough* can rip through those huge hoards, and get them all shattered.
I take it you've never tried to shatter someone with access to Moonbeam...
Asarnil2006-10-26 00:12:54
QUOTE(Kharaen d'Attai @ Oct 26 2006, 03:09 AM) 346548
That being said, I agree with sanctuary and melds. Make sanctuary like a demesne, where you have to break the room before being able to sanctuary it.
Hell no. Only mages/druids can break demenses, so if someone wanted to hit sanctuary, they would have to get someone else in to break it first.
The only two options really are to make it so you can break the meld inside the sanctuary (the better option) or make it so that if you sanctuary on your own org's demense it dissolves the meld in the room (which is slightly abusable when you have two org's work together, but does create more break points).
Ildaudid2006-10-26 02:40:33
QUOTE(Reiha @ Oct 25 2006, 02:12 PM) 346567
I thought the pits were annoying and confusing, but they're fine. Just climb out and run. I don't think Druids(?) need this nerfed. It's how they kill. Though the levitation bit sounds useful.
Why would druids need this nerfed, they do not make pits... Trackers do. Or are you saying that druids are whining to get it nerfed?? Which in that case, they (trackers) have been nerfed already and only compensated by half of what they were expecting to be compensated with...
I hate Shorlen's stupid little demesne which caused me to miss my decap on Shamrah, because just before it went through I was hurtled up into the trees...
Edit - Oh and on sanctuary, this should be a simple easy fix with no problems involved, when someone uses sanctuary in a room, it breaks the meld/demesne in that room. No questions asked. It is broken.
Shorlen2006-10-26 03:10:30
Many of the ideas suggested are completely ignoring the contiguous nature of demesnes, and would result in druids/mages having 3 or even 10 seperate demesnes.
No, and you know what? No.
Sancing a room should NOT break the demesne. First of all, druids and magi are the only ones who can break them for a reason. If this was put in, then I would have to argue that sancing a room should remove all traps as well, and cancel all songs, and unsummon all angels, demons, and fae who are in the room.
No.
Druids and magi breaking a demesne through a sanc, following all the normal rules for it? That's fine, and a really good idea. However, remember that realitycheck and chop are aggressive actions. How is this to be reconciled?
No, and you know what? No.
Sancing a room should NOT break the demesne. First of all, druids and magi are the only ones who can break them for a reason. If this was put in, then I would have to argue that sancing a room should remove all traps as well, and cancel all songs, and unsummon all angels, demons, and fae who are in the room.
No.
Druids and magi breaking a demesne through a sanc, following all the normal rules for it? That's fine, and a really good idea. However, remember that realitycheck and chop are aggressive actions. How is this to be reconciled?
Shiri2006-10-26 03:15:35
QUOTE(Shorlen @ Oct 26 2006, 04:10 AM) 346738
Many of the ideas suggested are completely ignoring the contiguous nature of demesnes, and would result in druids/mages having 3 or even 10 seperate demesnes.
No, and you know what? No.
Sancing a room should NOT break the demesne. First of all, druids and magi are the only ones who can break them for a reason. If this was put in, then I would have to argue that sancing a room should remove all traps as well, and cancel all songs, and unsummon all angels, demons, and fae who are in the room.
No.
Druids and magi breaking a demesne through a sanc, following all the normal rules for it? That's fine, and a really good idea. However, remember that realitycheck and chop are aggressive actions. How is this to be reconciled?
By making realitycheck and chop work through sanctuary/peace too?
Shorlen2006-10-26 03:18:34
QUOTE(Shiri @ Oct 25 2006, 11:15 PM) 346741
By making realitycheck and chop work through sanctuary/peace too?
My problem with all these suggestions isn't really that I like unbreakable demesnes so much as most of these are making Sanctuary into a demesne-breaking tool. Go into a break point, sanc, reality check, chop, break. Move into the next room and immediately sanc, reality check, chop, break.
Repeat.
Shiri2006-10-26 03:20:21
Hmm, good point. I think it's a better option than what we have now though.
Shorlen2006-10-26 03:26:46
QUOTE(Shiri @ Oct 25 2006, 11:20 PM) 346745
Hmm, good point. I think it's a better option than what we have now though.
Maybe for you It'll make druids/mages quite worthless in many group situations, except in situations where one group has a MASSIVE number of people. No longer will one swift person be able to maintain their own meld, since the only way to hold a meld will be to use Crusade, and even then, it won't be easy.
Remember that druids fight by changing elevation constantly, which lowers the campaign, and magi fight long ranged often as well due to their untankyness and ranged skills. Psions might be effective outside their demesne, but other magi/druids certainly aren't. If we can't meld, we can't use our primary skillset. Melding takes 61 seconds for a Hartstone, and comparable time for the other magi/druids. Sancing and brekaing takes about 12 seconds, if the place is terrained or has a sapling. Re-terraining or replanting a sapling, the normal way to handle someone trying to break your demesne, is impossible, as they are very hostile actions.
Geb2006-10-26 06:15:58
QUOTE(Kharaen d'Attai @ Oct 25 2006, 05:39 PM) 346548
The way villages are set up...and how small demesnes can be...It's very possible for a demesne to have a lot of break points. Admittedly if you plan to only demesne a certain part of the area (last time Dairuchi rebelled, Mag immediatedly made a demesne in the silk caverns, then sanctuaried the top so it couldn't be broken) then yes, it can't be broken. But Shorlen was mentioning repeatedly that his demesne was being broken last night, so obviously, it was being done. Dylara even broke it once, accidentally, and I don't think she's a pro at doing that kind of thing. Since I was holding down Drochuro, I could see when his demesne effects were up, and they weren't up even 20% of the time. Shorlen was also getting killed A LOT, a good way to stop demesne effects.
It was important denizens that was being sanctuaried last night, not demesne break points. Why? Cause Serenwilde was fighting two military forces greater then their own at the time - Mag and Celest. Strategically speaking, having people hold down the bulk of the influenceables and rellying more on influencing then fighting would get them the village. People HAVE been moving freely in the demesnes, Athana often debated me out, and I saw Mags/Celests (not just powerhouses, some very very small) loiter in the stables to cure themselves, or rest.
If you could move someone away from a sanctuary spot, it would defeat the safety of sanctuary. That much should be obvious.
That being said, I agree with sanctuary and melds. Make sanctuary like a demesne, where you have to break the room before being able to sanctuary it.
The death of the Druid/Mage does not cause a meld to disappear. If the break points are protected, all the holder has to do is put up the effects once he/she returns. Second, bits and pieces of a demesne can be destroyed, but the bulk of it also can be protected if the break points have Sanctuaries.
I've played a mage for quite a long time before becoming a warrior, and so I know exactly how demesnes work. I also know that being knocked into trees periodically (druids), moved around by currents (Aquas), or having to crawl over rubble to move around (Geos) can greatly hinder the speed at which an opposing force can influence. Having an unbreakable demesne gives the side who possesses it a very large advantage in mobile, defensive, and offensive capabilities. That is the case even if everyone has protection scrolls up.
Also, Serenwilde was in a three-way fight. Magnagora and Celest were fighting each other more than they were fighting Serenwilde. So, having to fight each of them does not justify the use of Sanctuary to hold a meld in place. The demesne itself should have been enough to deal with any stragglers that walked in between each of the opposing sides.
QUOTE(Shorlen @ Oct 26 2006, 04:10 AM) 346738
Druids and magi breaking a demesne through a sanc, following all the normal rules for it? That's fine, and a really good idea. However, remember that realitycheck and chop are aggressive actions. How is this to be reconciled?
There is a simple solution for that. Terrain and/or Saplings are removed if you or a member of your community place a Sanctuary on that spot. The enemy Mage/Druid makes it to that point using the normal rules, goes in and breaks the meld at that point. No reason to try what you stated in other posts, since each sanctuary will destroy that demesne’s defensive measures (saplings and terrain).
So, if a person places a Sanctuary in an enemied demesne, it will not break the meld nor remove the Terrain or Sapling present. It is only when your own city/commune mates place one there that saplings and terrain will be removed, allowing for the demesne to be broken by the enemy side if all other conditions are met.
Ixion2006-10-26 06:32:20
Druid demesnes and aqua demesnes have a vast advantage over geo demesnes too in that they move you around, which breaks a crusade.
I don't know how many times I was demolishing someone in a druid demesne with crusade down only to have me flung into trees and the druid would just sanc while INSIDE a pit, laugh, cure, and walk out.
I propose that elevation movement should not drop sanc/crusade.
One point was incorrect about the dairuchi influencing-- Magnagorans were fighting Serenwilde quite a bit. In fact, of the fifty or so kills I alone got, all but a couple were Serens.
I don't know how many times I was demolishing someone in a druid demesne with crusade down only to have me flung into trees and the druid would just sanc while INSIDE a pit, laugh, cure, and walk out.
I propose that elevation movement should not drop sanc/crusade.
One point was incorrect about the dairuchi influencing-- Magnagorans were fighting Serenwilde quite a bit. In fact, of the fifty or so kills I alone got, all but a couple were Serens.
Athana2006-10-26 07:43:45
I agree with Geb.
(Even though rubble is way less of a pain than currents or trees since rubble also affects allies while trees and currents only hinder enemies but that's another topic)
(Even though rubble is way less of a pain than currents or trees since rubble also affects allies while trees and currents only hinder enemies but that's another topic)
Unknown2006-10-26 08:45:21
QUOTE(Xenthos @ Oct 25 2006, 07:53 PM) 346681
Shorlen2006-10-26 09:59:42
QUOTE(geb @ Oct 26 2006, 02:15 AM) 346775
Also, Serenwilde was in a three-way fight. Magnagora and Celest were fighting each other more than they were fighting Serenwilde. So, having to fight each of them does not justify the use of Sanctuary to hold a meld in place. The demesne itself should have been enough to deal with any stragglers that walked in between each of the opposing sides.
The purpose of my meld was to keep a hostile meld from being formed, since we were vastly outnumbered fighter-wise. I was really trying to influence, often in sancs (the demesne holder being in a sanc disables the demese while they are there), more than attack with the demesne. I'm not justifying unbreakable demesnes by any means, simply explaining tactically why I did all I could to keep it in place.
QUOTE
There is a simple solution for that. Terrain and/or Saplings are removed if you or a member of your community place a Sanctuary on that spot. The enemy Mage/Druid makes it to that point using the normal rules, goes in and breaks the meld at that point. No reason to try what you stated in other posts, since each sanctuary will destroy that demesne’s defensive measures (saplings and terrain).
So, if a person places a Sanctuary in an enemied demesne, it will not break the meld nor remove the Terrain or Sapling present. It is only when your own city/commune mates place one there that saplings and terrain will be removed, allowing for the demesne to be broken by the enemy side if all other conditions are met.
So, if a person places a Sanctuary in an enemied demesne, it will not break the meld nor remove the Terrain or Sapling present. It is only when your own city/commune mates place one there that saplings and terrain will be removed, allowing for the demesne to be broken by the enemy side if all other conditions are met.
The huge problem I see with this is that it makes two allied orgs working together VASTLY stronger than one org working alone. Two orgs together can create an unbreakable demesne - one org alone can't.
QUOTE(Ixion @ Oct 26 2006, 02:32 AM) 346786
Druid demesnes and aqua demesnes have a vast advantage over geo demesnes too in that they move you around, which breaks a crusade.
I don't know how many times I was demolishing someone in a druid demesne with crusade down only to have me flung into trees and the druid would just sanc while INSIDE a pit, laugh, cure, and walk out.
I propose that elevation movement should not drop sanc/crusade.
One point was incorrect about the dairuchi influencing-- Magnagorans were fighting Serenwilde quite a bit. In fact, of the fifty or so kills I alone got, all but a couple were Serens.
I don't know how many times I was demolishing someone in a druid demesne with crusade down only to have me flung into trees and the druid would just sanc while INSIDE a pit, laugh, cure, and walk out.
I propose that elevation movement should not drop sanc/crusade.
One point was incorrect about the dairuchi influencing-- Magnagorans were fighting Serenwilde quite a bit. In fact, of the fifty or so kills I alone got, all but a couple were Serens.
To be honest, I was spamming sanc every time I fell into a pit with you nearby since I was trying not to die, and being in a pit with you there is instant death, especially when I have no idea what stops climbing and requires it to be begun again (Does paralyse? Entanglement? Crosses? I know prone does...). I didn't even realize that my demesne was canceling Crusade until you said it here.
If elevation changes didn't break sanc/crusade, then it leaves aqua demesnes with an advantage no other org has, which is the ability to break crusades passively. Perhaps Crusade should stick with you on forced movement (including elevation changes), unless the forced movement takes you into a Sanc, in which then the Crusade drops?
Shorlen2006-10-26 11:18:56
-------------
Oh, duh, a solution is to make it so you cannot break a demesne in a sanced room if your city/commune raised the sanc. So, Celestian sancs prevent aquas from breaking, Magnagoran sancs prevent geos from breaking, etc, but melds can be broken through sancs otherwise. The only issue then is terrain/saplings, and I suppose the best way to handle that is to have the sanc not protect them from being destroyed, unless the sanc is the same nationality of the breaker? Meh, dunno.
The only problem with this is that then two orgs could work together to use sancs to break a demesne without being stopable. Still, that's better than the alternative, which allowed demesnes to be unbreakable if you had such a two org pairing....
Oh, duh, a solution is to make it so you cannot break a demesne in a sanced room if your city/commune raised the sanc. So, Celestian sancs prevent aquas from breaking, Magnagoran sancs prevent geos from breaking, etc, but melds can be broken through sancs otherwise. The only issue then is terrain/saplings, and I suppose the best way to handle that is to have the sanc not protect them from being destroyed, unless the sanc is the same nationality of the breaker? Meh, dunno.
The only problem with this is that then two orgs could work together to use sancs to break a demesne without being stopable. Still, that's better than the alternative, which allowed demesnes to be unbreakable if you had such a two org pairing....
Geb2006-10-26 12:25:21
QUOTE(Ixion @ Oct 26 2006, 07:32 AM) 346786
In fact, of the fifty or so kills I alone got, all but a couple were Serens.
Come now, 50 or so kills? I don't even remember deathsight lighting up 50 times. When it did, the two I saw popping up on it the most were Flaca and Reiha for some reason.