Willowisp.

by Shamarah

Back to Ideas.

Unknown2007-07-26 03:33:21
QUOTE(Shamarah @ Jul 25 2007, 10:47 PM) 428626
Zenji: For the stun thing, there wouldn't really be anything from just leaving the room and ordering it back in at a person, then re-entering with essentially a free stun. Unless you mean you'd have to go in with the fae, in which case it'd be useless for both solo and groups, since hexes, pits, walls, demesnes, etc render things like that highly impractical.
You never were a wiccan when Willowisps were around, so perhaps I assumed you knew how it worked. Also perhaps I didn't explain it well enough, though I thought I did. It would be a copy of how old willowisp used to work, instead of 'wisping player' and it summoning them, it would stun the room they are in, that would be the only change from how it used to work: replace summon with room stun.

Local area range, room-wide stun on target, willowisp used up by action.

The willowisp would be used up, just as it used to be, by that action. You'd need to summon a new one for 1p (was quite a long eq delay as I remember) and then send it off again, for another room stun.


Perhaps you understood me and I didn't understand you, In that case: I guess I don't see how you'd gain from a 1sec stun in the middle of combat, when you'd need to take much more then that summoning the fae a second time, then leaving the room, then ordering it back in. You're gaining 1sec and losing ~6 off eq.


Then again, maybe suggesting more room-wide attacks wasn’t a good idea to start with, when they're all hated so much already. It could conceivably be used to stun those attacking an Avatar/Lord to break up the attack, just like other room-effects like choke. dunno.gif
Unknown2007-07-26 03:39:46
QUOTE(Siven @ Jul 25 2007, 10:58 PM) 428633
"Among European rural people, especially in Gaelic and Slavic folk cultures, the will-o'-the-wisps are held to be mischievous spirits of the dead or other supernatural beings attempting to lead travellers astray." - From the ever reliable wikipedia.

I was thinking something like a beckon on the normal fae tick blocked by blindness. Or maybe a one time use and destroy just normal beckon? That gives you one good shot at pulling them back and pinning them, otherwise they could escape as normal.
I don't want a beckon clone anyway. >_>

Also, we know the admin don't want a beckon, or summon skill for willowisps, or they would have just left the old one in.

Edit:I should have combined these posts. blush.gif
Ceren2007-07-26 04:03:33
The problem with room attacks that aren't limited to personal enemies is that on prime you can effectively make it an enemies only attack via declare.
Unknown2007-07-26 04:11:48
meh, didn't think about prime sad.gif

Edit:Ok Suggestion 3:

What about the willowisp being able to mask the actions of another fae, each time the other fae would tick the enemy would just see the willowisp bobbing around. You would be able to switch it around, sometimes have it on the crone/slaugh and sometimes on one of the useless fae, might trick a few people some of the time, depending on how they handle those afflictions.
Krellan2007-07-26 04:31:55
A willowisp is a ball of bright light that bobs in the air. If one listens very
closely, the willowisp emits the soft tinkling sound of tiny silver bells. Even
if the willowisp isn't focusing on you, there is a strange desire that grips the
heart to follow the strange little fae.
A willowisp appears to be extraordinarily strong.
He is strangely weightless.
He is loyal to the Faethorn Realm.
You see nothing in it

I always remembered the tinkling bells from when we actually tried to 'wisp' people. So if it gets blocked by anything it shoudl be deafness. And wiccans can get rid of blindness, just not as easily as deafness. Force health application or eating of faeleaf which is rarer since it relies on the herb being out. In any case it's possible. Okay take that back, just tested applying health and that did nothing, forgot about the change. At first I was thinking something small but related to the old wisp where it would summon someone into the trees, So just a seize without that absurd balance loss. but then I remembered that Hartstone gets a stag that does something like that I think. I actually don't see what's wrong with the putting back the old wisp. I mean, it's not like they got rid of beckon. Keep the local area, same forest type requirements and it's very easy to avoid. Also, since beckon is stopped by icewalls/blocking, non equilibrium, make willowisp blocked by earwort since we didn't have that back then. This only gives a clear advantage in etherwilde or etherglom where people might be lame enough to wisp to an avatar. In which case wisp should also be blocked by shield, but I suppose that won't stop constant farhealing of senses to strip deafness and then a group or single running in to drop shields. I'd still like the old wisp back with the earwort modification and any sort of other restrictions to nerf it from it's previous strength.

EDIT: I just learned that healers can't strip sixth sense by curing blindness if someone has the defense up. I'm assuming for the moment, okay nevermind just tested with deafness and truehearing as well. So healers won't be able to farcure other peoples earwort and have companions spamming wisp. Now I think it's workable then to bring in the old willowisp. Won't change 1v1 combat so much unless they choke in a forest room and bring you there. but then half the time you have to engage them anyways.
Sylphas2007-07-26 05:05:02
QUOTE(Wesmin @ Jul 25 2007, 11:15 PM) 428637
It's essentially an unblockable summon for 5 minutes then. (unblockable summons was why the skill was removed originally.)

No, it was removed because it was an -instant- summon, not because it was unblockable. Monoliths stopped it the same as any other summon, the difference being you could spam it until they moved, and summon them before they could drop a monolith. Throw monolith direction;get monolith;move direction worked most of the time, but it was a pretty damned complicated thing to be doing every time you move a room.
Shiri2007-07-26 05:07:43
They removed demesne summon, too. Not beckon though. So a beckon equivalent is far from out of the question.
Krellan2007-07-26 05:25:03
I'm not saying a beckon equivilent. just bring back the old stuff and add one nerf. I know I personally loved willowisp. I'm betting all the other wiccans did too. This is way less powerful than beckon too. I forgot that monoliths would stop it. Which means that it won't be nearly as harmful in Etherwilde/etherglom as I said. Glom is covered in monoliths, seren's can't disenchant. Would convince Thoros to stop disenchanting Etherwilde too maybe. the whole thing is stopped by deafness, which healers cannot strip via farheal.
Anarias2007-07-26 12:28:16
Meh. Wisp giving faeriefire was the only idea I ever thought was worthwhile.
Shamarah2007-07-26 12:59:47
Wisp summon, in any form, is not returning. I will not suggest it, and if anyone else does, I will veto it.
Gwylifar2007-07-26 14:38:02
QUOTE(Shamarah @ Jul 25 2007, 11:01 PM) 428635
Wiccans can't strip blindness, so the first suggestion would be useless.

That's only true in all of that one-on-one combat we see so much of in Lusternia. It could be quite useful in group combat, in combination with (for instance) bards who can strip blindness. But group combat never happens in Lusternia, so nevermind!
Unknown2007-07-26 15:43:49
QUOTE(Gwylifar @ Jul 26 2007, 09:38 AM) 428745
That's only true in all of that one-on-one combat we see so much of in Lusternia. It could be quite useful in group combat, in combination with (for instance) bards who can strip blindness. But group combat never happens in Lusternia, so nevermind!


You have to think about which class we're talking about before making this argument. Bards are designed to work well with other people; skills which rely on other people are perfect for them. Monks are designed to be able to do either acceptably, but not be amazing alone or in groups, so a skill like this would also work for them. Wiccans, though, are designed to work best alone. Their skills are not spectacular, but they all have synergy. Throwing in one skill which is only effective with a group doesn't quite seem to fit the wiccan design.
Gwylifar2007-07-26 15:58:31
On the contrary, I think the wiccans are designed excellently to work in groups, and just fail to take advantage of the synergies available to them. Covens and healers are only the two most obvious examples of an innate ability at synergies which are rarely used anywhere near as well as they might. I think that wiccan fighters have decided that they should be soloists, and focused their attention on those tactics that work that way, and their envoy report efforts as well. But they didn't have to go that way. The skills taken on their own don't force it.

That said, I've never been a wiccan. Closest I got was a moon Serenguard, and I've done some script development for a wiccan. So if experienced wiccans want to insist that I'm wrong, I'll concede rather than try to argue the point.
Unknown2007-07-26 16:08:12
Not that I know a damn thing about combat but why not make the wisp a defensive fae? Give it a certain % of diverting an enemy's strike.


'You make (insert attack msg.) towards (target) but miss as you are led astray by the mesmerizing glow of a willowisp.'
Xenthos2007-07-26 16:09:30
QUOTE(TheBoogieMan @ Jul 26 2007, 12:08 PM) 428776
Not that I know a damn thing about combat but why not make the wisp a defensive fae? Give it a certain % of diverting an enemy's strike.
'You make (insert attack msg.) towards (target) but miss as you are led astray but the mesmering glow of a willowisp.'

See: Drawdown, Nightkiss.
Unknown2007-07-26 16:16:09
QUOTE(Xenthos @ Jul 26 2007, 12:09 PM) 428778
See: Drawdown, Nightkiss.


Not really seeing your point. Drawdon and Nightkiss offer regeneration and specific resistance not a general dodge.
Xenthos2007-07-26 16:17:34
QUOTE(TheBoogieMan @ Jul 26 2007, 12:16 PM) 428780
Not really seeing your point. Drawdon and Nightkiss offer regeneration and specific resistance not a general dodge.

20% reduction to all damage on every attack, yes.

If you stack even a 10% chance for all attacks to miss on TOP of that... (heck, even a 5% chance...)

It's completely unnecessary.
Sylphas2007-07-26 21:12:04
I hadn't realized it until I went Bard, but yeah, Wiccans are hellishly tanky, they really don't need anything more.
Shamarah2007-07-26 22:16:03
Wiccans don't need any more defense. Wiccans don't need a new summon ability (afterimage would result in 20 seconds of rape by that ability).

The only idea I've heard so far that I really like at all was from Tael, who suggested ego regen, but that's kinda bleh.
Unknown2007-07-26 23:02:40
I'm bored so I'm just going to throw out random ideas. The willowisp could randomly afflict with either daydreaming or the lover's curse.