Neos2010-12-08 18:51:22
QUOTE (Caerulo @ Dec 8 2010, 07:26 AM) <{POST_SNAPBACK}>
Update on Homunculi: I took about 10 cosmicfires to kill my homunculus. That's roughly 5000 health (around my health as well). Gotta find some lower/higher health people to be willing to test it out to see if it's based on caster's health, or fixed at 5000 health.
I had an idea for the homunculi which is based on the sensory homunculus. Obviously, not all of the below would come into effect, but just some suggestions which I feel would be more in line with the fact that homunculi are in Transmology. (Imagine if someone has Trans Transmology, but not Paradigmatics. That person can order his/her homunculus to badluck/greywhisper when the caster himself/herself cannot. Doesn't make sense to me.)
Skin/touch: sensitivity or recklessness (in the form of numbing the pain). Or perhaps a new affliction which doubles burn levels, or simply gives burns. Alternatively, make it something like SpiritGuard, where you transfer some of the pain over to your homunculus (%chance to reduce damage taken by a certain %)
Sight: figment/illusion on homunculus balance. Alternatively, allow you to see from the afflicted person's eyes and maybe send illusions remotely. Or hallucinations
Taste: gives an affliction that -1 sip balance or lowers sip value or -1 herb balance or addiction
Smell: I'm rather stumped with this.
Hearing: Dizziness, vertigo
@Rodngar and Furien: Well, regardless of whoever the new envoy will be, I'll be sure to pester him or her relentlessly about Badluck.
I had an idea for the homunculi which is based on the sensory homunculus. Obviously, not all of the below would come into effect, but just some suggestions which I feel would be more in line with the fact that homunculi are in Transmology. (Imagine if someone has Trans Transmology, but not Paradigmatics. That person can order his/her homunculus to badluck/greywhisper when the caster himself/herself cannot. Doesn't make sense to me.)
Skin/touch: sensitivity or recklessness (in the form of numbing the pain). Or perhaps a new affliction which doubles burn levels, or simply gives burns. Alternatively, make it something like SpiritGuard, where you transfer some of the pain over to your homunculus (%chance to reduce damage taken by a certain %)
Sight: figment/illusion on homunculus balance. Alternatively, allow you to see from the afflicted person's eyes and maybe send illusions remotely. Or hallucinations
Taste: gives an affliction that -1 sip balance or lowers sip value or -1 herb balance or addiction
Smell: I'm rather stumped with this.
Hearing: Dizziness, vertigo
@Rodngar and Furien: Well, regardless of whoever the new envoy will be, I'll be sure to pester him or her relentlessly about Badluck.
This would have to have a power cost along with other limitations. Phantasms has Sightstealer, FalseVision, and other stuff that do this, but each have power cost, and a Sightstealer only works if the person is in your demesne. So if they leave, you can only use it to look through their eyes.
Rodngar2010-12-20 02:42:23
QUOTE
-Badluck: After being afflicted, you will be immune from badluck for a
random amount of time. Also the rate of affliction has been lowered.
-Shockstone: It now costs 3 power and must target an individual.
random amount of time. Also the rate of affliction has been lowered.
-Shockstone: It now costs 3 power and must target an individual.
My thoughts:
Badluck change isn't what we needed - immunizing won't fix the core problem of the skill, which is that it is a one-of, hands-free inhibitor of offense and defense that is incurable. It is a step in the right direction - but that is like saying stepping out of a closet is the right direction to the grocery store. We'll have to see how much the rate has been lowered.
The shockstone change is interesting, but in a way that makes me wonder who suggested it - I don't think it will see any use at this power cost.
EDIT: Also, what is with random times? Randomness is nothing that should ever exist in combat like this, as it is like saying "this skill is only OP sometimes and that is OK!".
Prav2010-12-20 02:49:22
QUOTE (Rodngar @ Dec 19 2010, 09:42 PM) <{POST_SNAPBACK}>
Badluck change isn't what we needed - immunizing won't fix the core problem of the skill, which is that it is a one-of, hands-free inhibitor of offense and defense that is incurable. It is a step in the right direction - but that is like saying stepping out of a closet is the right direction to the grocery store. We'll have to see how much the rate has been lowered.
I agree. I proposed the idea to make BadLuck dependent on insanity level, that way, it ties together the two Illuminati strategies: balance loss and insanity stacking. My proposed figures were:
No insanity: 5% chance per action of denial
Slight insanity: 10% chance per action of denial.
Moderate insanity: 20% chance per action of denial.
Any greater: 33% chance per action of denial.
Part of my issue with Illuminati is that their prep induces an immediate end-game state. That is, in most end-game scenarios, just before your opponent dies, they are locked down: off balance, paralyzed, etc. Fighting an Illuminati is like fighting in a permanent end-game state. To fix that, my idea would have linked the end-game and the prep skills, making the skills scale and become more powerful as the Illuminati closed in on their finisher.
QUOTE
The shockstone change is interesting, but in a way that makes me wonder who suggested it - I don't think it will see any use at this power cost.
I personally can't see myself using it. As I said in my Envoy post, ShockStone is intended to accommodate our finisher, not exclude it. At 3p, if you use it, you will have to wait and delay your finish - allowing the opponent ample time to cure - while you regain the power necessary to TimeQuake.
Martyn2010-12-21 04:09:08
That's definitely true. The point of many other guilds - monks, warriors, and even some guardian guilds is to hinder the opponent in such a way that it makes it impossible for them to attack or flee. Illuminati do that immediately. Warriors build wounds while trying to hinder and keep the target still, monks build momentum while trying to hinder and keep the target still, Celestines build afflictions and hinder for inquisition/judging, etc. It seems that all guilds take a certain amount of skill to produce the end game but Illuminati have that effect from the beginning. There's no reason that a lvl 70 - with no combat experience - who bought 400 credits should be able to defeat a near demigod Aeromancer because he's spamming Illuminati skills.
Lerad2010-12-23 17:25:20
A level 70 who invested 400 credits is as much a combatant as a near demigod aeromancer. In fact, depending on player skill level, it's entirely possible for mid-level, mid-might players to beat high-level, high-might players. Level and might are but two small aspects of combat prowess. I find the implication that anyone not putting enough time into grinding or buying alot of credits is automatically disqualified from "winning" a fight offensive, really.
I'm not defending badluck. As a monk, I think it is obnoxious. (Cue "lol"s here.) But I also acknowledge that there are problems with the system I am using and how it handles badluck, as well as my own offense routines. I acknowledge that it may very well be overbearing right now. It's probably a good idea, however, to test extensively with the new changes before condemning them, since a change, any change, means that the admin is actually paying attention and doing stuff at their own discretion, a much better alternative than the original "special reports" where they did nothing simply because the envoys they "trust" didn't think there was an issue.
If there are still issues, find them and back them up with solid logs instead of theorizing and conjecture or rhetoric about how low leveled players cannot win by "spamming their skills". (Which is what I do in a fight, you know, spam my Nekotai skills.)
I'm not defending badluck. As a monk, I think it is obnoxious. (Cue "lol"s here.) But I also acknowledge that there are problems with the system I am using and how it handles badluck, as well as my own offense routines. I acknowledge that it may very well be overbearing right now. It's probably a good idea, however, to test extensively with the new changes before condemning them, since a change, any change, means that the admin is actually paying attention and doing stuff at their own discretion, a much better alternative than the original "special reports" where they did nothing simply because the envoys they "trust" didn't think there was an issue.
If there are still issues, find them and back them up with solid logs instead of theorizing and conjecture or rhetoric about how low leveled players cannot win by "spamming their skills". (Which is what I do in a fight, you know, spam my Nekotai skills.)