Kiradawea2009-09-21 20:33:57
I love it. Just make sure you don't accidentally end up inside a Supermob room and I'd so love it.
Estarra2009-09-21 20:35:54
QUOTE (Estarra @ Sep 21 2009, 01:27 PM) <{POST_SNAPBACK}>
What about a "poor man's cubix" which for 10power gives the ability to enter some sort of planar maze which exits out to a random room on one of the known planes (prime/ethereal/elemental/cosmic/astral)? Offers the getaway factor of a cubix and ability to travel through the known planes (but not in a very predictable manner).
One of my concerns about this idea is that it would denigrate the value of a cubix. Maybe if it was even harder to use (need full health/mana/ego?), that may go down better.
Casilu2009-09-21 20:44:59
QUOTE (Estarra @ Sep 21 2009, 01:35 PM) <{POST_SNAPBACK}>
One of my concerns about this idea is that it would denigrate the value of a cubix. Maybe if it was even harder to use (need full health/mana/ego?), that may go down better.
I think 10 power will push that enough, besides, if you have basically no control where you'll end up you may go out of the frying pan and into the fusion reactor.
Celina2009-09-21 20:58:18
QUOTE (Estarra @ Sep 21 2009, 03:35 PM) <{POST_SNAPBACK}>
One of my concerns about this idea is that it would denigrate the value of a cubix. Maybe if it was even harder to use (need full health/mana/ego?), that may go down better.
How? A cubix allows instant access to any plane the holder wants, as well as easy escape from pretty much anywhere. On top of that, it allows them to return instantly, and costs zero power.
This skill does not. It's more like an emergency exit. If you add full health/mana/ego then it will be a flavour skill no one uses.
Kiradawea2009-09-21 20:59:42
QUOTE (Ruiku @ Sep 21 2009, 09:56 PM) <{POST_SNAPBACK}>
Might be a little OP unless it was for only your organization, i.e. cannot Planarstatus on someone else's turf.
Where does that leave rouges too?
Where does that leave rouges too?
We don't need no stinkin' rogues.
Anyway, I don't see how it would be too OP. When you kill lords/aspects, then it's cause you want to kill stuff, not reduce the power gain of the opposition. Why would you need to know how many angels/fae/demons are influenced if you're an enemy?
Estarra2009-09-21 21:56:20
At least one person with a cubix has pointed out that the skill would be useless for those with cubixes.
Tervic2009-09-21 22:03:39
QUOTE (Kiradawea @ Sep 21 2009, 01:59 PM) <{POST_SNAPBACK}>
We don't need no stinkin' rogues.
Anyway, I don't see how it would be too OP. When you kill lords/aspects, then it's cause you want to kill stuff, not reduce the power gain of the opposition. Why would you need to know how many angels/fae/demons are influenced if you're an enemy?
Anyway, I don't see how it would be too OP. When you kill lords/aspects, then it's cause you want to kill stuff, not reduce the power gain of the opposition. Why would you need to know how many angels/fae/demons are influenced if you're an enemy?
It seems more like something that would go under 'Environment' but maybe that's just me.
I would like a Planar skill that allows extended-range tesseracts, perhaps for increased powercost, so that one could tess out of (or into) places like Muud, or tess from Prime to Astral (or home). At best it gets more people exploring these areas, and at worst.... Demigods/ascendants complain about how it's worthless to them because of Havens.
Unknown2009-09-21 22:04:56
QUOTE (Estarra @ Sep 21 2009, 05:56 PM) <{POST_SNAPBACK}>
At least one person with a cubix has pointed out that the skill would be useless for those with cubixes.
And? The cubix is a extra benefit they pay for. So the cubix would now be a marked improvement from the new skill. It's like saying a cleanse enchantment is now useless to those who own a golden soap. Just because the skill is useless to those with a cubix doesn't mean the skill is useless or unwanted.
Casilu2009-09-21 22:18:51
I like Kira's planarsense thing, actually. That would be awesome.
Kiradawea2009-09-21 22:35:18
I feel loved.
Zalandrus2009-09-21 22:51:02
The random-teleporting-cubix idea sounds cool, but I'm not sure I'd be tempted to use it at all, in the off chance I get zapped to Nil, EtherGlom, or some unhappy place like that...I think it's too high a cost...
Lawliet2009-09-21 23:23:55
Also, would it be 10 power per use or would it make the pour mans cubix as a type of limited life-span artifact? If not, 10 power is a little extreme.
Micronexus! Or, at the very least, make it a manse/portable artifact
Micronexus! Or, at the very least, make it a manse/portable artifact
Tervic2009-09-21 23:37:45
QUOTE (Lawliet @ Sep 21 2009, 04:23 PM) <{POST_SNAPBACK}>
Also, would it be 10 power per use or would it make the pour mans cubix as a type of limited life-span artifact? If not, 10 power is a little extreme.
Micronexus! Or, at the very least, make it a manse/portable artifact
Micronexus! Or, at the very least, make it a manse/portable artifact
Manse artifact would make Richter a very very happy man.
Saran2009-09-22 00:23:56
With the maze it would be nice if it was a little like L space in discworld if possible, primarily in things such as if you head north and then south you won't necessarily end up in the same room you were in and exits back to the planes are objects so you can have a chance of saying "No, don't want to go there".
I'd maybe throw in something like being able to check what plane you would end up one and being off-balance when you arrived. The exits could be the current cubix ones as well as the respective nexus and both would appear the same.
Celestia for example might appear as:
A crack of golden light offers escape from the harrowing energies of the labyrinth.
Entering could leave you off-balance at the cubix point, or at the nexus with all those guards and your enemy status shining.
Which makes it somewhat effective at running cause if you know the general area is safe then you're fine but if you want to use it for raiding it's got a good chance of stuffing you where you don't want to be.
Also depending on the way the maze functions could make it annoying, if the connections between rooms randomly connect and disconnect then re-arrange themselves as well as the exits maybe not being there every time then you have something that a player could be wandering around in for five minutes just trying to find a safe way out.
Anyway, the suggestions would replace a potential waste and dangerous use of 10 power with a time expense which can open up it's use rather than putting the concern of "Oh snap, I might end up dying immediately if I use this". (if it's mid-raid then you are out of action for the duration)
I'd maybe throw in something like being able to check what plane you would end up one and being off-balance when you arrived. The exits could be the current cubix ones as well as the respective nexus and both would appear the same.
Celestia for example might appear as:
A crack of golden light offers escape from the harrowing energies of the labyrinth.
Entering could leave you off-balance at the cubix point, or at the nexus with all those guards and your enemy status shining.
Which makes it somewhat effective at running cause if you know the general area is safe then you're fine but if you want to use it for raiding it's got a good chance of stuffing you where you don't want to be.
Also depending on the way the maze functions could make it annoying, if the connections between rooms randomly connect and disconnect then re-arrange themselves as well as the exits maybe not being there every time then you have something that a player could be wandering around in for five minutes just trying to find a safe way out.
Anyway, the suggestions would replace a potential waste and dangerous use of 10 power with a time expense which can open up it's use rather than putting the concern of "Oh snap, I might end up dying immediately if I use this". (if it's mid-raid then you are out of action for the duration)
Celina2009-09-22 04:06:05
QUOTE (Estarra @ Sep 21 2009, 04:56 PM) <{POST_SNAPBACK}>
At least one person with a cubix has pointed out that the skill would be useless for those with cubixes.
Yes, it's not the first time people with unbalancing items/skills have tried to preserve what they have. Not terribly surprised a cubix user had a problem with it (and I noticed they haven't posted in this thread. Hmm)
And it's not. Cubix costs no power, not ten. Cubix doesn't fling you to random planes. Cubix can be used over and over and over and over, this can't. The skill you are describing would be an emergency escape hatch, probably stopped by the ever more common shrine distort if it's in planar.
I'd love to hear their argument, which I'm fairly certain could easily be picked apart.
Estarra2009-09-22 04:12:28
QUOTE (Celina @ Sep 21 2009, 09:06 PM) <{POST_SNAPBACK}>
Yes, it's not the first time people with unbalancing items/skills have tried to preserve what they have. Not terribly surprised a cubix user had a problem with it (and I noticed they haven't posted in this thread. Hmm)
And it's not. Cubix costs no power, not ten. Cubix doesn't fling you to random planes. Cubix can be used over and over and over and over, this can't. The skill you are describing would be an emergency escape hatch, probably stopped by the ever more common shrine distort if it's in planar.
I'd love to hear their argument, which I'm fairly certain could easily be picked apart.
And it's not. Cubix costs no power, not ten. Cubix doesn't fling you to random planes. Cubix can be used over and over and over and over, this can't. The skill you are describing would be an emergency escape hatch, probably stopped by the ever more common shrine distort if it's in planar.
I'd love to hear their argument, which I'm fairly certain could easily be picked apart.
I think you misunderstood, or I didn't articulate. The issue wasn't that the planar suggestion would make the cubix worthless; rather, it was that there would be no reason for a person with a cubix to trans planar (i.e., the trans planar power would be useless for a person with a cubix).
Casilu2009-09-22 04:29:30
10 power room wide kamikaze delayed instakill?
Unknown2009-09-22 04:38:56
A 5-power ability to attune to the energy flows of the plane you are on, so that you are notified whenever any player enters or leaves, as well as what plane they came from. For example:
You detect minute fluctuations in the planar energies as Elryn transverses, rapidly fading eddies of Ethereal energy trailing in his wake.
Leaving the plane would remove the defence. As an added bonus, you would also gain one level of health, mana and ego regeneration while you remain on that plane.
You detect minute fluctuations in the planar energies as Elryn transverses, rapidly fading eddies of Ethereal energy trailing in his wake.
Leaving the plane would remove the defence. As an added bonus, you would also gain one level of health, mana and ego regeneration while you remain on that plane.
Estarra2009-09-22 05:09:36
QUOTE (Avaer @ Sep 21 2009, 09:38 PM) <{POST_SNAPBACK}>
A 5-power ability to attune to the energy flows of the plane you are on, so that you are notified whenever any player enters or leaves, as well as what plane they came from. For example:
You detect minute fluctuations in the planar energies as Elryn transverses, rapidly fading eddies of Ethereal energy trailing in his wake.
Leaving the plane would remove the defence. As an added bonus, you would also gain one level of health, mana and ego regeneration while you remain on that plane.
You detect minute fluctuations in the planar energies as Elryn transverses, rapidly fading eddies of Ethereal energy trailing in his wake.
Leaving the plane would remove the defence. As an added bonus, you would also gain one level of health, mana and ego regeneration while you remain on that plane.
Not sure if that's worth a trans skill since there's a few minor artifacts/skills that do similar. Don't really like regeneration (we have a lot of that already).
Opinions?
Unknown2009-09-22 05:29:53
That's fair enough, just a thought!