Choke

by silimaur

Back to Ideas.

Ryleth2008-10-16 16:29:54
I've seen the proposed choke change (unsure if I'm allowed to post it) but as it stands I would say it would kill shadowdancer combat 1v1 (aside from vapor tricks) and buff night ebonguard quite considerably
Tael2008-10-16 22:32:45
QUOTE(Ryleth @ Oct 16 2008, 12:29 PM) 571667
I've seen the proposed choke change (unsure if I'm allowed to post it) but as it stands I would say it would kill shadowdancer combat 1v1 (aside from vapor tricks) and buff night ebonguard quite considerably


A buff for warriors

Affliction classes getting the shaft

Somehow, I'm not surprised. tongue.gif
silimaur2008-10-16 23:35:55
Shows how good the envoys are.. x)
Unknown2008-11-10 06:20:31
I think this is a good idea generally, but would have a few problems in being implemented:
- another writhe stack on top of the plethora that already need to be managed isn't necessary
- prioritizing aeon writhing over web writhing would allow a SD to keep someone almost easily under choke/web while their passive abilities lead towards a lock
- it decreases the group offense of the class and increases the solo offense, which isn't necessary

What alternatives have already been rejected? I can think of a few quick ones:

1. Choke as a room effect adds a random delay to all types of balance recovery of enemies, of the order of 0.4-1.5 seconds for each recovery. (So it only affects enemies, and gives a moderate randomized slowing effect)

2. Choke as a room effect adds a random delay of 0.5-3 seconds to all actions resolving in the room, but does not limit how many actions you can start at once. (So it makes good timing and exact system timing much more difficult - sequences can be put out of order as they resolve)

3. Choke as a room effect makes pcs and npcs in the room appear as 'a shadowy figure' (figure12345), so in group combat you could as easily hit your own team as your enemy's. (Also useful for classes with entourages, as an enemy might have to go through a few npcs first before targetting you).

4. Choke as a room effect forces hostile entourages out of the room, and makes them unable to enter. There would be no other effect.
Unknown2008-11-10 06:53:01
Choke should just passively kill fae, you can even make sound not as bad if 'kill' is so terrible for SD RP.

Necro, though.
Casilu2008-11-10 06:56:11
QUOTE(Sojiro @ Nov 9 2008, 10:53 PM) 580828
Choke should just passively kill fae, you can even make sound not as bad if 'kill' is so terrible for SD RP.

Necro, though.


My idea would just make it more like aeon, split it into two skills, one that has the current power cost to passively try to give aeon every so often, and another skill where they can try to actively strip quicksilver and give aeon. Yay necroes.
Unknown2008-11-10 08:21:31
Idea: Switch night choke for telekinesis choke and telekinesis choke for night choke. You know 1 second blackout is worth it.
Casilu2008-11-10 08:30:53
QUOTE(Greleag @ Nov 10 2008, 12:21 AM) 580851
Idea: Switch night choke for telekinesis choke and telekinesis choke for night choke. You know 1 second blackout is worth it.


Nope, switch night choke for kata choke. That'll make Crunch possible.
Shiri2008-11-10 08:37:14
QUOTE(casilu @ Nov 10 2008, 08:30 AM) 580852
Nope, switch night choke for kata choke. That'll make Crunch possible.

You would think so, but the 2nd form is delayed by a second too so they'll still writhe out.
Casilu2008-11-10 08:38:31
QUOTE(Shiri @ Nov 10 2008, 12:37 AM) 580854
You would think so, but the 2nd form is delayed by a second too so they'll still writhe out.


That's why I'd stick it with heelslam chest. That 1.5 second delay between stun and choke to my 1 second delay will make sure it works.
Unknown2008-11-10 09:28:44
I didn't read most of the junk in here but two points I wanted to get out.

1.) is it smart to have a writhe cure that costs more time to gain balance from then it does to writhe?

2.) @shadow your idea would make sense if it didn't destroy all of shadowdancer combat and leave them to kick an enemy to death. While the mage is able to telepathy the sd to death. your idea leads to an always lose situation where the sd would have a useless skill.

3.) my idea, delete choke and add a 4 step un-cureable aoen IE the sd builds up four "SHadow marks" on an enemy they then can give you an uncureable aoen that lasts untill you leave the room. Oh and buff sd hexes.
Unknown2008-11-10 15:41:50
Down with incurable afflictions. Everything needs a cure, and I prefer it's not "leave the room" or "wait until it wears off."

I still feel Choke would be a lot more palatable if it slowed all effects and ents in the room by half.

We'll see what the Admins and Envoys eventually do to it...
Unknown2008-11-10 16:37:13
QUOTE(Zarquan @ Nov 10 2008, 10:41 AM) 580911
Down with incurable afflictions. Everything needs a cure, and I prefer it's not "leave the room" or "wait until it wears off."


Agreed. Dying to or dying as a result of something you can't fix is incredibly lame.
Asmodea2009-01-07 10:28:10
This may be a little late, but would it be plausible to just make Choke, a single targetted aeon with a cure like aeon, but if they want to make it room wide maybe they need a coven of 3 to cast it room wide? which lets them keep an aeon attack in Glom and also gives them the option of keeping what they have now with a limit to it?
Shiri2009-01-07 10:43:51
Which still makes it strictly better than aeon, which isn't really needed.
Unknown2009-01-11 16:51:26
Firstly: if you're in Choke, your system should pause, and you should manual cure, etc.
No complex system changes required.

Secondly: Choke is NOT for fighting in. If you can't handle it, tumble or charge the target out or something. Tip: take your passives into choke against the Shadowdancer. Go in and hit them with disloyalty or paranoia.
Xavius2009-01-11 18:43:11
QUOTE (Inky @ Jan 11 2009, 10:51 AM) <{POST_SNAPBACK}>
Secondly: Choke is NOT for fighting in. If you can't handle it, tumble or charge the target out or something. Tip: take your passives into choke against the Shadowdancer. Go in and hit them with disloyalty or paranoia.

Yes it is. blink.gif
Narsrim2009-01-11 23:48:48
My simple solution to choke woes:

Choke should only delay a certain number of total actions before disappearing at which point there is a cool down period before that room can be choked again. These actions could be anything (but actions from a Crow/Night user wouldn't count). Let's assume that the total number of actions were equal to 40. This would provide a sufficient amount of time to kill someone 1-on-1, but it would also make it so a group of 10 people could quickly break down choke in a room.

I honestly do not feel choke is overpowered 1-on-1, it's just a royal pain in group.
Gwylifar2009-01-12 00:00:51
Presumably, the count would only decrement when an action went through. Otherwise, you could just type n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;
strike down shadowdancer.
Narsrim2009-01-12 00:02:05
QUOTE (Gwylifar @ Jan 11 2009, 07:00 PM) <{POST_SNAPBACK}>
Presumably, the count would only decrement when an action went through. Otherwise, you could just type n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;n;
strike down shadowdancer.


Right. Only the action that went through would count.