Psymet Ideas

by Unknown

Back to Ideas.

Unknown2007-09-13 18:49:45
A locked channel + ego drain for a Kingdom type effect is either never going to be worth using, or is going make you invulnerable to bleeding damage.

If the skill just auto-clots every time you get Bleeding damage (you can actually see that you're going to bleed before you get the first "You bleed X health." message) you'll never get 1500 bleeding. And if you're taking 1500 damage with only 1000 ego left, you don't want Forcefield up either. If the skill is balanced correctly (maybe even as low a ego=2*bleeding) it'll be worth the risk of burnout.

It could also be a passive Kingdom enchantment that clots more bleeding, or just that stacks with kingdom.

The other option is to have it be a replacement for the CLOT skill (maybe not lock a channel at that point?) and just type CELLADJUST instead of CLOT, and you'll stop 60 bleeding for 150 ego, instead of 20 bleeding for 150 mana.

Personally I like the auto-clot idea best because it isn't an improved clone of Kingdom or Clot. It serves a similar function, but isn't just a formula change for any other skills.
Unknown2007-09-14 12:46:03
QUOTE(requiem dot exe @ Sep 13 2007, 01:49 PM) 441615
A locked channel + ego drain for a Kingdom type effect is either never going to be worth using, or is going make you invulnerable to bleeding damage.


I agree, but I also don't want to make it a kingdom clone either for a locked channel.

QUOTE

If the skill just auto-clots every time you get Bleeding damage (you can actually see that you're going to bleed before you get the first "You bleed X health." message) you'll never get 1500 bleeding. And if you're taking 1500 damage with only 1000 ego left, you don't want Forcefield up either. If the skill is balanced correctly (maybe even as low a ego=2*bleeding) it'll be worth the risk of burnout.
I think this would be hard. It's actually a psymet skill, and forcefield is telekinesis, so that part won't be a problem. As for never getting to 1500 bleeding, that all depends. I might decide to put this up in the middle of a fight precisely because I do get to 1500 bleeding, but then I can't be sure how it will act. Should it drain my ego to 0, or just drain a max amount at a time? Also, the problem with making it drain ego is that it requires channel balance, though we might be able to talk the divine into changing that to be something like introspection.

QUOTE

It could also be a passive Kingdom enchantment that clots more bleeding, or just that stacks with kingdom.

The other option is to have it be a replacement for the CLOT skill (maybe not lock a channel at that point?) and just type CELLADJUST instead of CLOT, and you'll stop 60 bleeding for 150 ego, instead of 20 bleeding for 150 mana.

Personally I like the auto-clot idea best because it isn't an improved clone of Kingdom or Clot. It serves a similar function, but isn't just a formula change for any other skills.


This could be a possibility that I could see being useful. What do other people think of this idea?

We could also go back to the idea of it curing body afflictions, since so far as I know most of the general cures work on mind/spirit afflictions (gedulah/green/focus mind/focus spirit/etc). I don't really know what body afflictions it might cure...I'd like to see it made situationally useful, but not an insta-cure everything. My current ideas are things like rigormortis, worms, pox, scabies, asthma, sensitivity, epilepsy, blacklung, mending/arnica cures, etc.. Most likely it shouldn't cure everything on the list, or some of the things should be swapped out for other things, I was just listing the "physical" afflictions I could think of. This is actually my favorite idea right now, but I'm not completely sure how to balance it. My current thought is that it would work on id balance (requiring no power, but at a substantial ego cost) to cure one affliction each time it is used, giving preference to other afflictions and mending/arnica afflictions last (so if you have rigormortis and a broken leg, it will cure the rigormortis and leave the broken leg). Would that be too much?
Shiri2007-09-14 12:49:53
It would be too little. No one ever uses gedulah (sp), green, full or mantra fire unless they're slitlocked, because it's a waste of time and they would rather be attacking. An attack that did less than that, and on a longer balance, but for no power, would be totally awful. You can't attack while spamming on id, so for it to be usable at all it either has to be an out-of-combat utility effect of some description or a passive ability. So some clear definition of the clotting/bleeding forcefield thing is the only thing I can see to do with it.
Unknown2007-09-14 13:14:17
QUOTE(Shiri @ Sep 14 2007, 07:49 AM) 441825
It would be too little. No one ever uses gedulah (sp), green, full or mantra fire unless they're slitlocked, because it's a waste of time and they would rather be attacking. An attack that did less than that, and on a longer balance, but for no power, would be totally awful. You can't attack while spamming on id, so for it to be usable at all it either has to be an out-of-combat utility effect of some description or a passive ability. So some clear definition of the clotting/bleeding forcefield thing is the only thing I can see to do with it.


I think it would be useful in other situations where those skills you listed are not, primarily because psionics channels are not affected by aeon/choke/webs/sap/etc.. I think something like this would be very useful for curing against wiccans (aeon/choke, and the rigormortis suggestion specifically would help) and druids (broken limbs/etc in sap). I don't think it would be unbalancing even in those situations, but I'm not sure how much is too much. Maybe if it randomly chooses two afflictions to cure, instead of having them in a set order?
Unknown2007-09-14 15:18:24
The Forcefield example was just a "for instance" of another skill that functioned similarly that addressed your concern. I was just saying that with Forcefield there are certain times you wouldn't want it active, but that's not a reason to not have the skill at all. The same with putting up the defense mid-fight when you already have 1500 bleeding. If you knew it was going to burn you out, you just wouldn't use it.

At your most recent post, I'm assuming you know that psionics is still just as affected by choke/aeon as everything else is, so you have to be referring to locked channels. I think that personally I like this suggestions best. Passive curing always makes my life easier and someone else's harder. The affliction list of cures would be crucial to whether the skill gets through though.

I'm thinking mending/arnica cures, but I don't know if there are any of these that shouldn't be in the list. I would think rigortmortis itself wouldn't be cured, but the resulting broken limbs would be fine.
Unknown2007-09-14 15:32:52
QUOTE(requiem dot exe @ Sep 14 2007, 10:18 AM) 441858
The Forcefield example was just a "for instance" of another skill that functioned similarly that addressed your concern. I was just saying that with Forcefield there are certain times you wouldn't want it active, but that's not a reason to not have the skill at all. The same with putting up the defense mid-fight when you already have 1500 bleeding. If you knew it was going to burn you out, you just wouldn't use it.

At your most recent post, I'm assuming you know that psionics is still just as affected by choke/aeon as everything else is, so you have to be referring to locked channels. I think that personally I like this suggestions best. Passive curing always makes my life easier and someone else's harder. The affliction list of cures would be crucial to whether the skill gets through though.

I'm thinking mending/arnica cures, but I don't know if there are any of these that shouldn't be in the list. I would think rigortmortis itself wouldn't be cured, but the resulting broken limbs would be fine.


Hmm...for some reason I was thinking that psionics wasn't affected by choke/aeon/sap. I should have known that, I was a telepath for long enough, but my memory was scrambled I guess. The locked channel idea was a second possibility, though - a locked channel (id/super) to passively cure mending/arnica afflictions. If it is passive, I think you're right that rigormortis/epilepsy/whatever others I listed shouldn't be cured by it.
Unknown2007-09-14 15:48:25
That'd be one thing that would make Psionics unbelievably sexy: have choke/aeon/sap not affect them. I say start with this suggestion.
Unknown2007-09-14 16:01:52
QUOTE(requiem dot exe @ Sep 14 2007, 10:48 AM) 441866
That'd be one thing that would make Psionics unbelievably sexy: have choke/aeon/sap not affect them. I say start with this suggestion.


It will be vetoed in seconds. Envoys don't seem to think telepaths need buffing - can't imagine why not!
Unknown2007-09-14 16:04:25
I know, I was being facetious. But still...it would be nice.
Unknown2007-09-14 16:43:40
So, since conversation has died down on the other suggestions, I suppose everyone thinks they're perfect and ready to be implemented?

I never knew how good I was...
Unknown2007-09-14 16:50:25
Sorry. I get latched on a single topic and discuss it until I'm done or get bored.

So the other suggestions were
QUOTE
I'd like to see SuspendedAnimation work regardless of afflictions, Lifedrain increased to 15% of the damage done, ..., and DoublePain increased to 10% wounding bonus. That still leaves us with some useless and redundant skills, but makes the skillset overall worth taking.


Anything else come up that I'm forgetting? Increasing percentages on lifedrain and doublepain sounds fine to me.

Let's talk about SuspendedAnimation. It's basically trueheal that takes out of the game for 30 seconds, right? Does it have a balance cost upon returning? What stops it (besides command killers like amnesia or SAC?) Do people generally consider it useful or completely worthless?
Unknown2007-09-14 16:57:43
QUOTE(requiem dot exe @ Sep 14 2007, 11:50 AM) 441900
Sorry. I get latched on a single topic and discuss it until I'm done or get bored.

So the other suggestions were
Anything else come up that I'm forgetting? Increasing percentages on lifedrain and doublepain sounds fine to me.

Let's talk about SuspendedAnimation. It's basically trueheal that takes out of the game for 30 seconds, right? Does it have a balance cost upon returning? What stops it (besides command killers like amnesia or SAC?) Do people generally consider it useful or completely worthless?


These were my clearer suggestions, though still far from perfect:

QUOTE(mitbulls @ Sep 12 2007, 07:42 AM) 441233
This thread hasn't really generated a lot of useful ideas so far, so I'll throw a few out just to get the ball rolling. Most of these are off of the top of my head and not well-thought-out, so feel free to criticize and post counter-suggestions.

1. CellAdjustment -- I'm not really sure what to do with this skill. One idea would be to have it cure certain "body" afflictions (mending/arnica type afflictions, not regeneration afflictions). Another idea is to have it drastically reduce bleeding, or possibly even "cure" bleeding completely. In either case, it should be moved up in the skillset and allowed on the Superstratus channel only.

2. Regeneration -- I think that the regeneration for harmony users is too much. To make this skill more useful, I would actually like to see regeneration from harmony -PHET mantras changed so they are weighted. One mantra gives 5% regen, two mantras give 8%, three mantras give 10%. The psymet regeneration ability, then, would add 5% unweighted regen on top of other regens, for a max (not counting mercy/etc) of 15% regen instead of the current 20% regen. That makes this skill worthwhile and drops the massive regen abilities we already have slightly.

3. Doublepain -- I have to reserve suggestions for this since our wounding formula still seems to be under construction. When we only do 300 wounds in a combo, the 5% bonus is basically useless. If our wounding is going to be low, I would like to see this boosted to 10%. If our wounding stays up, though, the 5% bonus may be fine.

4. Mindfield -- This is an interesting idea for flavor, but useless for normal life. I don't know how much damage it actually causes, but if it is as minor as I expect, I would like this to be changed so it doesn't require a locked channel. So you lose 100 health when you scry a psymet monk? That's not enough to even be noticeable unless you are spam-scrying.

5. Pheremones -- This is another ability that is nice in theory, but it doesn't really perform better than love potion in any case. It would be useful if we were mages or something, but as monks it never matters whether someone is on our allies list or not, so the side-effects of love potion rarely hurt us. This skill is basically useless, but unfortunately I don't have any great ideas for how to improve it. Suggestions?

6. Lifedrain -- As already discussed, with regeneration this skill is redundant. Instead of what it currently does, I'd like to see this changed so that it converts 10% of your damage into mana or ego damage (you can choose which). This might actually make it more feasible to pull off the akhangooshkrak kill, and would have other uses in groups.

7. Forcedsymmetry -- Instead of converting the wounds against you and splitting them between limbs, why not make this an offensive skill? This would take all of the wounds you do to a target's limbs and split them evenly between the two limbs. So, for example, if I have this up and attack their right leg, the wounding is actually split between right and left. This would only be useful situationally, especially since it requires a locked channel, but it is much better than it is now.



And also the one you mentioned for Suspendedanimation. Basically, right now when you use it, it takes you out of phase. If you take ANY action at all, you are brought back into phase at a LONG balance cost. While you stay out of phase and do nothing, it will slowly cure something with each tick. If I remember right, it's something like the first tick cures health, then mana, then ego, then afflictions. I might have the order mixed up, though...if you stay out of phase through all of this, then the next tick you will be returned to phase automatically, fully cured and without a further balance loss. There are a few problems which make it inferior to trueheal:

1. You have to sit out-of-phase, giving your target time to heal or escape while you heal. It is not an instant skill.
2. You cannot use it if you have certain afflictions, like when you are webbed. I'm not completely sure what all afflictions qualify, but I believe all of the "prone" afflictions will also stop you from using it.

I can deal with #1, I think trueheal is OP and don't really want a clone. I also like the flavor of healing out-of-phase through meditation or whatever it is. #2 I would like to get fixed so that you can use it regardless of your afflictions (though it should still be stopped by stun, slowed by aeon, etc.).
Unknown2007-09-24 01:33:01
Why don't we just have a "convert ego into health skill" for 300 ego + twice the amount chosen? So you can do Psi Sub Celladjustment 2000 to regen health for a large ego hit.
Shiri2007-09-24 01:34:06
Or the same amount chosen, like transmute. That would be interesting.
Rika2007-09-24 01:44:28
QUOTE(Shiri @ Sep 24 2007, 01:34 PM) 443758
Or the same amount chosen, like transmute. That would be interesting.


It's not the -same- amount chosen. You lose a bit.
Shiri2007-09-24 01:51:03
Alright then.
Unknown2007-09-24 03:13:06
It would make illithoids pretty decent monks, at any rate.
Shiri2007-09-24 03:21:29
I don't think it would actually help them that much, not enough to make up for their other disadvantages, because active healing attacks are nice but not awesome. But it would certainly not be worthless, and it would be pretty efficient for them.
Unknown2007-09-24 05:32:36
I guess it doesn't really matter if there's nothing you can actively do with the other two channels at the same time. I'm still thinking mage-Psionics. So Burst+CellAdjustment would be wicked.

It should at least remain available on Id though.
Shiri2007-09-24 05:44:17
Yeah, monks can't do anything while using psi so it would essentially be an ego transmute variant. I still prefer my version but this would be at least usable.