Narsrim2009-01-14 02:53:52
Oh! Owned! Mages have double dodge! Beastmastery and Shrine Protection.
Unknown2009-01-14 02:54:35
All dodge abilities except acrobatics dodge are being removed soon (hopefully) according to some envoys.
If there is a god, this suggestion will go through.
If there is a god, this suggestion will go through.
Nydekion2009-01-14 03:13:29
That being said, chasm could probably use a small change to make it somewhat easier to interrupt. I'm not suggesting a huge change here, since it should be a viable method of killing...however it does appear to be too easy to prepare a room to stack the chances against the victim, provided the mage is sufficiently tanky. You can have 3 locked channels, giving only a 33% chance of hitting the right now; shrine dodge/beastmastery dodge to give a chance to avoid the disruption scroll read and knock the person off equilibrium; stonewalls and size 25 to prevent gusting/movement; and a melded location to prevent most people from being able to remove it. Add to that other environmental intangibles as being indoors to prevent flight and in a location that prevents burrowing...and you've pretty much set up a situation where a target has next to no chance of living against a single player...unless the victim can either ghost or dreamweave out of barrier.
A solution that would make it somewhat harder for a mage to single-handedly set up a situation like this would be preferable without interfering too much with the use of this instakill while others hinder (as this is an available and acceptable method to use in other skillsets). Perhaps cause stonewalls to crumble when a geomancer starts a chasm? That would at least give an option for the victim to try and move the geomancer. Group combat would not be excessively affected as a second geomancer could just put up another stonewall or someone else could icewall or hinder.
A solution that would make it somewhat harder for a mage to single-handedly set up a situation like this would be preferable without interfering too much with the use of this instakill while others hinder (as this is an available and acceptable method to use in other skillsets). Perhaps cause stonewalls to crumble when a geomancer starts a chasm? That would at least give an option for the victim to try and move the geomancer. Group combat would not be excessively affected as a second geomancer could just put up another stonewall or someone else could icewall or hinder.
Narsrim2009-01-14 03:15:09
A lovely suggestion!
Unknown2009-01-14 03:15:53
So your proposing a nerf for Geomancy Chasm because of Telekinesis Barrier?
You make no sense what so ever. Chasm is fine. Barrier could use a nerf though.
You make no sense what so ever. Chasm is fine. Barrier could use a nerf though.
Unknown2009-01-14 03:16:46
QUOTE (Narsrim @ Jan 14 2009, 04:15 AM) <{POST_SNAPBACK}>
A lovely suggestion!
Let's nerf pits then so that you cannot initiate an instakill on somebody stuck in a pit, since pits + judgement is too strong.
A lovely suggestion!
Note that I've applied the same logic here as Nydekion did with his argument.
Nydekion2009-01-14 03:19:07
Huh? I'm trying to keep the group mechanic of chasm intact while making it more difficult to have a solo geomancer set up a situation that makes it nigh inescapable. A pit/judgement isn't even possible with a single person...now you can have a pit/decapitate, but if you're not being hindered, it's entirely possible to just climb out and just walk away. Not understanding why you're so vehemently opposed.
If anything, what I'm suggesting is the smallest change to chasm I could think to give the victim a chance without compromising its use in group combat.
If anything, what I'm suggesting is the smallest change to chasm I could think to give the victim a chance without compromising its use in group combat.
Unknown2009-01-14 03:20:09
Well, that's actually a good idea. Change pits so you can't start an instakill on someone in a pit.
Unknown2009-01-14 03:24:07
QUOTE (Nydekion @ Jan 14 2009, 04:19 AM) <{POST_SNAPBACK}>
Huh? I'm trying to keep the group mechanic of chasm intact while making it more difficult to have a solo geomancer set up a situation that makes it nigh inescapable. A pit/judgement isn't even possible with a single person...now you can have a pit/decapitate, but if you're not being hindered, it's entirely possible to just climb out and just walk away. Not understanding why you're so vehemently opposed.
If anything, what I'm suggesting is the smallest change to chasm I could think to give the victim a chance without compromising its use in group combat.
If anything, what I'm suggesting is the smallest change to chasm I could think to give the victim a chance without compromising its use in group combat.
Barrier + chasm isn't even possible 1 on 1 unless you are a complete imbecile, since it takes 3p to chasm and 10 to barrier by the time power has regained from barrier, all three channels should have already been unlocked.
If ignorance was bliss you would be one blessed mother .
Everiine2009-01-14 03:25:36
QUOTE (Salvation @ Jan 13 2009, 10:20 PM) <{POST_SNAPBACK}>
Well, that's actually a good idea. Change pits so you can't start an instakill on someone in a pit.
Then you shouldn't be able to instakill anyone who's hindered. Getting out of a pit is as simple as climbing out of it.
Nydekion2009-01-14 03:25:49
Thoros, I don't think you understand. I'm not trying to change the -group- mechanic of a chasm at all. This change just makes it a bit harder for a solo geomancer to set up a situation that is near unescapeable. A solo tracker just does not have the same ability to trap/instakill as this scenario...your counter-example requires an absolute minimum of 2 people to pull off, while a geomancer tk is able to pull off the aforementioned kill alone.
Shiri2009-01-14 03:27:26
Nothing stops you re-locking the other two channels.
Nydekion2009-01-14 03:30:39
Not only that, refresh power is going to be an option in this argument, since we are talking about mages who could expand to size 25 to prevent gusting.
Unknown2009-01-14 03:31:40
QUOTE (Nydekion @ Jan 14 2009, 04:25 AM) <{POST_SNAPBACK}>
Thoros, I don't think you understand. I'm not trying to change the -group- mechanic of a chasm at all. This change just makes it a bit harder for a solo geomancer to set up a situation that is near unescapeable. A solo tracker just does not have the same ability to trap/instakill as this scenario...your counter-example requires an absolute minimum of 2 people to pull off, while a geomancer tk is able to pull off the aforementioned kill alone.
I understand you completely. And your arguments are completely invalid. I have already explained how it is not possible to barrier + chasm 1 on 1 unless the target is a complete imbecile and doesn't read disruption during the entire time it takes for 3p to reach the Geomancer's prompt.
Unknown2009-01-14 03:32:46
QUOTE (Nydekion @ Jan 14 2009, 04:30 AM) <{POST_SNAPBACK}>
Not only that, refresh power is going to be an option in this argument, since we are talking about mages who could expand to size 25 to prevent gusting.
Refresh is only usable once an hour. If we're going to assume refresh, we can also assume spores/havens/other near-instant teleportation skills and assume the Geomancer was dumb enough to not drop a flamed monolith beforehand.
Unknown2009-01-14 03:32:55
Peace poison gooooooo
Nydekion2009-01-14 03:34:21
Why wouldn't there be a flamed monolith in this scenario? You're making no sense.
Unknown2009-01-14 03:38:05
QUOTE (Nydekion @ Jan 14 2009, 04:34 AM) <{POST_SNAPBACK}>
Why wouldn't there be a flamed monolith in this scenario? You're making no sense.
You are assuming all Geomancers are Demigod, and haven't used refresh already for deffing up or somewhere other in the hour. I believe it's safe to assume that the Geomancer is a clutz and didn't drop a flamed monolith.
Nydekion2009-01-14 03:38:25
Heh, might as well go for a peace poison route if Thoros is just going to be unreasonable about things. Honestly, complaining so vehemently about such a small change is beyond me.
Nydekion2009-01-14 03:40:16
Huh? I'm not assuming all geomancers are demigods. I'm saying that in this -particular- situation, a geomancer can prep a room alone to ensure a target has such a low chance of surviving that it approaches 0, especially if you add in the fact that disruption scrolls can be blockable by 2 forms of dodge. This is the main situation that would be worthwhile to change. Not really looking to change other situations dealing with chasm.