Estarra2011-09-26 21:13:54
QUOTE
Report #439 Skillset: Ecology Skill: Transmigration
Guild: Harbingers Status: Approved Aug 2010
Problem: In report 166, for Ecology familiars, it was noted that a disparity exists between the
Serenwilde and Glomdoring familiers. Furies decision was "we will adjust the familiars" but, this
not really completed. (Just to note, the only change that was made as a result of report 166 was
that tarantula lost inherent highjump and gained cold resistance.) Owl vs Bat are fine, their
attributes are identical. But these could still use work: ------ 1) Badger - +1 con, 10DMP damage
increase vs. Tarantula - +1 con, 10DMP cold resistance. Cold resistance replaced highjump. This
seems a decent change, until you compare it to Fox, which also gets 10DMP cold resistance, in
addition to 10 DMP fire resistance. ------ 2) Fox - +1 dex, 10DMP cold/fire resistance vs. Viper -
+1 dex, high resistance to dendroxin venom (broken arms) ------ 3) Vixen - +1 cha, level 2 seduction
influence vs. Widow - +1 cha, high resistance to mactans venom (levels of cold). For both Viper and
Widow, The venom resistance is not horrible in concept, but these two venoms aren't used as often as
others. The afflictions might be fairly common, but they're often given by things besides venoms, so
shrugging is only mildly useful in combat in general. For ease of readability and discussion I'll
put each familiar into its own solution.
Solution #1: Widow - +1 dex, 10 DMP cold resistance + mactans resistance. Keeping the mactans
resistance with widows, where the venom naturally occurs, but adding DMP, and switching this to dex
buff instead of cha.
Solution #2: Tarantula - +1 cha, level 2 weakening influence. Putting cha with tarantula and adding
weakening influence buff.
Solution #3: Viper - +1 con, an increase to the ability to stick venoms (decrease target's
resistance). Switching con to the viper and pairing it with an offensive capability more similar to
badger's 10 DMP damage increase.
Furies' Decision:
We will review these.
Guild: Harbingers Status: Approved Aug 2010
Problem: In report 166, for Ecology familiars, it was noted that a disparity exists between the
Serenwilde and Glomdoring familiers. Furies decision was "we will adjust the familiars" but, this
not really completed. (Just to note, the only change that was made as a result of report 166 was
that tarantula lost inherent highjump and gained cold resistance.) Owl vs Bat are fine, their
attributes are identical. But these could still use work: ------ 1) Badger - +1 con, 10DMP damage
increase vs. Tarantula - +1 con, 10DMP cold resistance. Cold resistance replaced highjump. This
seems a decent change, until you compare it to Fox, which also gets 10DMP cold resistance, in
addition to 10 DMP fire resistance. ------ 2) Fox - +1 dex, 10DMP cold/fire resistance vs. Viper -
+1 dex, high resistance to dendroxin venom (broken arms) ------ 3) Vixen - +1 cha, level 2 seduction
influence vs. Widow - +1 cha, high resistance to mactans venom (levels of cold). For both Viper and
Widow, The venom resistance is not horrible in concept, but these two venoms aren't used as often as
others. The afflictions might be fairly common, but they're often given by things besides venoms, so
shrugging is only mildly useful in combat in general. For ease of readability and discussion I'll
put each familiar into its own solution.
Solution #1: Widow - +1 dex, 10 DMP cold resistance + mactans resistance. Keeping the mactans
resistance with widows, where the venom naturally occurs, but adding DMP, and switching this to dex
buff instead of cha.
Solution #2: Tarantula - +1 cha, level 2 weakening influence. Putting cha with tarantula and adding
weakening influence buff.
Solution #3: Viper - +1 con, an increase to the ability to stick venoms (decrease target's
resistance). Switching con to the viper and pairing it with an offensive capability more similar to
badger's 10 DMP damage increase.
Furies' Decision:
We will review these.
Admin comments ultimately ended up with us deciding that updating wasn't needed. Some comments:
- Solution 1 - Trying to trade off +10/+10 DMP for +10 DMP and greatly increased poison resistance is pretty strong.
- Solution 2 - I don't like the idea of tarantula giving +1 cha AND level 2 weakening influence - this would be on top of the +3 cha they get from penumbra, and the passive ego regen. I don't see that going over well, unless we give a seren eco pet +cha and lvl2 empowerment influence.
- Solution 3 - I really dislike that - fetish is already very fast for faelings (I fetish whore'd a lot as a druid), you can do 2 poisons at once from an adjacent room at minimal power cost... It just sounds really bad. Especially when we're talking about a bleed-heavy class like harbingers.
Vadi2011-09-26 21:18:23
I think it can be said in all of this is that admins have a more conservative attitude towards player-submitted changes. While Lusternia is by no means conservative in it's evolution (compared to Achaea, at least), it seems that player-based Envoy ideas (aka player-led evolution) are - things new and radical are deemed as unnecessary. So just keep this in mind when creating new reports (at least I am now).
Rivius2011-09-26 21:20:03
QUOTE (Estarra @ Sep 25 2011, 08:08 PM) <{POST_SNAPBACK}>
My own comment was, "Don't mind the idea of Bonecrushers shattering ankles (maybe rename the skill LegSmash? and have chance to break leg or smash ankle, chance of ankle smash increasing with wounds?)." However, it was ultimately decided that it was not needed. (Feel free to tweak and resubmit this one though.)
First of all, thanks very much for this. It's much appreciated.
So just for clarification, what were the aspects of it that weren't liked and what sort of changes should we make to make it more likely to be accepted? You said making it have a chance to smash ankle with higher wounds, but I thought it was stated that only one action per body part is restricted to a single affliction. If not and you're more willing to go with that line of idea, I could talk to my guild and see if this is an improvement worth going for.
Neos2011-09-26 21:21:08
Would you be willing to reconsider certain decisions if better solutions are put forward?
Revan2011-09-26 21:24:51
^ this. Especially re: Mindblast
Estarra2011-09-26 21:28:53
QUOTE (AquaNeos @ Sep 26 2011, 02:21 PM) <{POST_SNAPBACK}>
Would you be willing to reconsider certain decisions if better solutions are put forward?
Of course! Many times, we just simply don't like the solutions and don't have alternate solutions so we err on the side of not doing anything rather than implementing a poor (in our opinion) solution. (Yes, I guess we do tend to be conservative.)
Regarding my comment on Bonecrusher, you're probably right that they should be one action per body. I should note that I usually defer my own opinions regarding warrior and monk issues to others.
Neos2011-09-26 22:33:16
QUOTE (Revan @ Sep 26 2011, 05:24 PM) <{POST_SNAPBACK}>
^ this. Especially re: Mindblast
One of the first things I can recall agreeing with you on.
Revan2011-09-26 22:38:51
That's how I eventually worm my way into your heart. Just ask Aison
Janalon2011-09-26 23:30:05
QUOTE (Revan @ Sep 26 2011, 06:38 PM) <{POST_SNAPBACK}>
That's how I eventually worm my way into your heart. Just ask Aison
Enyalida2011-09-26 23:56:28
QUOTE
eport 622
Report #622 Skillset: Druidry Skill: Thornlash
Guild: Hartstone Status: Rejected Jul 2011
Problem: While useful in groups of druids, thornlashing and thornrending pale in comparison to the synergy of most other guilds, and are group-based skills in a class that doesn't appear to be intended to stack with itself. A few problems plague thornlashes: one, by keeping yourself ablaze, you become essentially immune to thornred, as you cure out of them on a tic, against guilds (and to lesser extent communes) that are not equipped to really capitalize on ablaze. Two, the intended malus to writhing thornlashes (bleeding) is eradicated with the ease of ignite curing out of all lashes, or having an ally ignite out. Removing that feature would make even two druids together too powerful, a random number seems like a good middle ground. Additionally, when multiple druids are in the same room (that must be forest for thornlashes anyway), in nearly all cases, the time and power spend on thornlashing would be better spent on sap. They can't be done concurrently, but thornlashes will not add to sap sticking capabilities.
Solution #1: Remove the feature of ablaze that allows continual and passive curing out of thornlashes.
Solution #2: Make ignitning lashes ignite away 1-3 lashes, instead of all. Damage backlash should depend on total lashes, not lashes removed.
Solution #3: Re-allow the concurrent usage of sap and thornlashes/thornrend.
...Comments...
Furies' Decision:
While we do not necessarily disagree with the 'problem' outlined, we note that there has been some sentiment that druids want to move away from relying on thornlash so it is curious why there is a movement to strengthen it. We feel any significant upgrade should focus on the writhe time. Regarding ignite, we will investigate having ignite on a thorlashed victim cause greater damage/burn levels and possibly stun or throw the victim off balance.4910h, 6600m, 6300e, 10p,
Report #622 Skillset: Druidry Skill: Thornlash
Guild: Hartstone Status: Rejected Jul 2011
Problem: While useful in groups of druids, thornlashing and thornrending pale in comparison to the synergy of most other guilds, and are group-based skills in a class that doesn't appear to be intended to stack with itself. A few problems plague thornlashes: one, by keeping yourself ablaze, you become essentially immune to thornred, as you cure out of them on a tic, against guilds (and to lesser extent communes) that are not equipped to really capitalize on ablaze. Two, the intended malus to writhing thornlashes (bleeding) is eradicated with the ease of ignite curing out of all lashes, or having an ally ignite out. Removing that feature would make even two druids together too powerful, a random number seems like a good middle ground. Additionally, when multiple druids are in the same room (that must be forest for thornlashes anyway), in nearly all cases, the time and power spend on thornlashing would be better spent on sap. They can't be done concurrently, but thornlashes will not add to sap sticking capabilities.
Solution #1: Remove the feature of ablaze that allows continual and passive curing out of thornlashes.
Solution #2: Make ignitning lashes ignite away 1-3 lashes, instead of all. Damage backlash should depend on total lashes, not lashes removed.
Solution #3: Re-allow the concurrent usage of sap and thornlashes/thornrend.
...Comments...
Furies' Decision:
While we do not necessarily disagree with the 'problem' outlined, we note that there has been some sentiment that druids want to move away from relying on thornlash so it is curious why there is a movement to strengthen it. We feel any significant upgrade should focus on the writhe time. Regarding ignite, we will investigate having ignite on a thorlashed victim cause greater damage/burn levels and possibly stun or throw the victim off balance.4910h, 6600m, 6300e, 10p,
The bold bit is really what I don't get. The change made to the damage of thornlashes is nice, though it dosn't stop the actual problem, that it's fairly impossible to stack lashes even in groups, or tell when you have enough lashes to make thornrend useful (this is only when you have all four) or ignite useful (ditto). Instead of being functionally immune to lashes, by virtue of being able to writhe out faster then lashes are applied, people become literally immune to lashes and the communes don't have anything that really capitalizes on the minor damage (undeffed, I neatly regen it out in a forest) and meager burns caused by continual ablaze.
I feel that the Decision explanation missed the point. Druids never have relied on thornlash (since I've played, at least), so there isn't any movement away from relying on them. People (that I've talked to) generally consider thornlash useless. if I get the requisite three druids together in a room, I'm going to sap and be done with it (assuming they don't have brumetower up, or a friend triggered to point cleanse. If they have the latter, thornlash is just as useless.). This was more of an attempt to get rid of what I (we, in a combat clan) felt should have been classified as a bug. Should I revisit Sol.1 in an enchantment report?
Talan2011-09-27 00:16:30
Thank you for the feedback about the ecology familiars. I feel encouraged to try again, at least.
Shadowbeat is a bit light on defensive/utility abilities (we get shrouding, which is covered by tertiaries, faster writhing, which is good, the damage buff, shared by all bard guilds, and wyrdsong, which is also good, but is a high stanza song coming mythical +75%) which is somewhat frustrating when trying to encourage our average non-combatant influencer (popular archetype in a bard guild) to actually invest in our main guild skill. I've tried twice to address this concern - and both have been rejected. I've not been able to get any feedback on why Shadowbeat is not entitled to what the other guilds get, so I'd appreciate some explanation on this so I know what, if anything, I can aim for in the future.
Shadowbeat is a bit light on defensive/utility abilities (we get shrouding, which is covered by tertiaries, faster writhing, which is good, the damage buff, shared by all bard guilds, and wyrdsong, which is also good, but is a high stanza song coming mythical +75%) which is somewhat frustrating when trying to encourage our average non-combatant influencer (popular archetype in a bard guild) to actually invest in our main guild skill. I've tried twice to address this concern - and both have been rejected. I've not been able to get any feedback on why Shadowbeat is not entitled to what the other guilds get, so I'd appreciate some explanation on this so I know what, if anything, I can aim for in the future.
QUOTE
Report #614 Skillset: Shadowbeat Skill: Shadowrave
Guild: Harbingers Status: Rejected May 2011
Problem: Of Shadowbeat's low-stanza abilities, 3 are only handy in certain situations - outside of
these situations there's nothing universally useful to replace them with.
Solution #1: Move ShadowRave down from Mid to Low.
Solution #2: Add to ShadowLight DMP for Magic/Poison/Asphyxiation
Solution #3: Add to NightFade a tic to heal a small amount of health and mana.
Player Comments:
---:
I've rewritten this report taking into account the comments made previously by Asmodea and Tandrin,
and after consulting again with the guild. As I noted in a previous report, Shadowbeat lacks either
the healing or DMP that is present in the other bard specs. If it's intended that the Harbingers'
skill be more offensive than defensive overall - solution 1, if the issue with the previous
rejection was overreaching or indefinite - solutions 2 or 3.
--
Report #530 Skillset: Shadowbeat Skill: Shadowlight
Guild: Harbingers Status: Rejected Jan 2011
Problem: Harbingers lack songs for regen and DMP that are common to other bard specs. Shadowlight's
effect for allies (shrouding the bard and personal allies while the song is playing) is fairly
pointless as almost everyone gets some kind of shroud ability, while its effect for enemies
(negating shrouding abilities of enemies in the room while the song is playing) is only
situationally useful. This song presently goes mostly unused.
Solution #1: Keep the enemy effect intact. While the song is playing, have the effect in the room be
as though it is night time. Change the ally effect to grant the bard and his allies 10 DMP.
Solution #2: Leave the current effects intact, but in addition, have the song provide Nightwraiths
with 10 DMP (keeping on the theme of cloaked in the protection of Night).
Solution #3: Leave the current effects intact, but in addition, have the song heal a small amount of
health, mana, ego for Nightwraiths. (similar to the way necroballad works for undead).
Guild: Harbingers Status: Rejected May 2011
Problem: Of Shadowbeat's low-stanza abilities, 3 are only handy in certain situations - outside of
these situations there's nothing universally useful to replace them with.
Solution #1: Move ShadowRave down from Mid to Low.
Solution #2: Add to ShadowLight DMP for Magic/Poison/Asphyxiation
Solution #3: Add to NightFade a tic to heal a small amount of health and mana.
Player Comments:
---:
I've rewritten this report taking into account the comments made previously by Asmodea and Tandrin,
and after consulting again with the guild. As I noted in a previous report, Shadowbeat lacks either
the healing or DMP that is present in the other bard specs. If it's intended that the Harbingers'
skill be more offensive than defensive overall - solution 1, if the issue with the previous
rejection was overreaching or indefinite - solutions 2 or 3.
--
Report #530 Skillset: Shadowbeat Skill: Shadowlight
Guild: Harbingers Status: Rejected Jan 2011
Problem: Harbingers lack songs for regen and DMP that are common to other bard specs. Shadowlight's
effect for allies (shrouding the bard and personal allies while the song is playing) is fairly
pointless as almost everyone gets some kind of shroud ability, while its effect for enemies
(negating shrouding abilities of enemies in the room while the song is playing) is only
situationally useful. This song presently goes mostly unused.
Solution #1: Keep the enemy effect intact. While the song is playing, have the effect in the room be
as though it is night time. Change the ally effect to grant the bard and his allies 10 DMP.
Solution #2: Leave the current effects intact, but in addition, have the song provide Nightwraiths
with 10 DMP (keeping on the theme of cloaked in the protection of Night).
Solution #3: Leave the current effects intact, but in addition, have the song heal a small amount of
health, mana, ego for Nightwraiths. (similar to the way necroballad works for undead).
Hiriako2011-09-27 05:31:03
Estarra,
As a former Envoy from back in the early days of Lusternia, I'd just like to thank you for responding to what's brought up in this post. Those explanations make all the difference in the world, and definitely help people feel as if you care and are listening.
Just my opinion, but stated nonetheless!
-Hiriako
As a former Envoy from back in the early days of Lusternia, I'd just like to thank you for responding to what's brought up in this post. Those explanations make all the difference in the world, and definitely help people feel as if you care and are listening.
Just my opinion, but stated nonetheless!
-Hiriako
Rivius2011-09-27 05:51:45
QUOTE (Estarra @ Sep 26 2011, 05:28 PM) <{POST_SNAPBACK}>
Regarding my comment on Bonecrusher, you're probably right that they should be one action per body. I should note that I usually defer my own opinions regarding warrior and monk issues to others.
Okie dokie! I hope I'm not bugging you with this, I would really want guidance then on any little routes that would make this a successful report the second time around. eg. Why was it deemed unneeded, what was most unliked etc. I'm not sure what to tweak if we decide to resubmit this one.
Enyalida2011-09-27 06:41:55
oops
EDIT: YES, thank you very much, I noticed right away, bluhbluh.
EDIT: YES, thank you very much, I noticed right away, bluhbluh.
Unknown2011-09-27 06:42:36
Wrong thread, Enya
Estarra2011-09-27 07:24:22
QUOTE
Report #614 Skillset: Shadowbeat Skill: Shadowrave
Guild: Harbingers Status: Rejected May 2011
Problem: Of Shadowbeat's low-stanza abilities, 3 are only handy in certain situations - outside of
these situations there's nothing universally useful to replace them with.
Solution #1: Move ShadowRave down from Mid to Low.
Solution #2: Add to ShadowLight DMP for Magic/Poison/Asphyxiation
Solution #3: Add to NightFade a tic to heal a small amount of health and mana.
Player Comments:
---:
I've rewritten this report taking into account the comments made previously by Asmodea and Tandrin,
and after consulting again with the guild. As I noted in a previous report, Shadowbeat lacks either
the healing or DMP that is present in the other bard specs. If it's intended that the Harbingers'
skill be more offensive than defensive overall - solution 1, if the issue with the previous
rejection was overreaching or indefinite - solutions 2 or 3.
Guild: Harbingers Status: Rejected May 2011
Problem: Of Shadowbeat's low-stanza abilities, 3 are only handy in certain situations - outside of
these situations there's nothing universally useful to replace them with.
Solution #1: Move ShadowRave down from Mid to Low.
Solution #2: Add to ShadowLight DMP for Magic/Poison/Asphyxiation
Solution #3: Add to NightFade a tic to heal a small amount of health and mana.
Player Comments:
---:
I've rewritten this report taking into account the comments made previously by Asmodea and Tandrin,
and after consulting again with the guild. As I noted in a previous report, Shadowbeat lacks either
the healing or DMP that is present in the other bard specs. If it's intended that the Harbingers'
skill be more offensive than defensive overall - solution 1, if the issue with the previous
rejection was overreaching or indefinite - solutions 2 or 3.
It was generally noted that Shadowbeat is already one of the stronger bard-types, with the largest variety of song choices and there wasn't a perceive need for more buffs. That said, Solution 1 was considered but only if the effect was lessened by making it a low stanza.
QUOTE
Report #530 Skillset: Shadowbeat Skill: Shadowlight
Guild: Harbingers Status: Rejected Jan 2011
Problem: Harbingers lack songs for regen and DMP that are common to other bard specs. Shadowlight's
effect for allies (shrouding the bard and personal allies while the song is playing) is fairly
pointless as almost everyone gets some kind of shroud ability, while its effect for enemies
(negating shrouding abilities of enemies in the room while the song is playing) is only
situationally useful. This song presently goes mostly unused.
Solution #1: Keep the enemy effect intact. While the song is playing, have the effect in the room be
as though it is night time. Change the ally effect to grant the bard and his allies 10 DMP.
Solution #2: Leave the current effects intact, but in addition, have the song provide Nightwraiths
with 10 DMP (keeping on the theme of cloaked in the protection of Night).
Solution #3: Leave the current effects intact, but in addition, have the song heal a small amount of
health, mana, ego for Nightwraiths. (similar to the way necroballad works for undead).
Guild: Harbingers Status: Rejected Jan 2011
Problem: Harbingers lack songs for regen and DMP that are common to other bard specs. Shadowlight's
effect for allies (shrouding the bard and personal allies while the song is playing) is fairly
pointless as almost everyone gets some kind of shroud ability, while its effect for enemies
(negating shrouding abilities of enemies in the room while the song is playing) is only
situationally useful. This song presently goes mostly unused.
Solution #1: Keep the enemy effect intact. While the song is playing, have the effect in the room be
as though it is night time. Change the ally effect to grant the bard and his allies 10 DMP.
Solution #2: Leave the current effects intact, but in addition, have the song provide Nightwraiths
with 10 DMP (keeping on the theme of cloaked in the protection of Night).
Solution #3: Leave the current effects intact, but in addition, have the song heal a small amount of
health, mana, ego for Nightwraiths. (similar to the way necroballad works for undead).
This was generally not well received. 10 DMP to all allies seemed like a lot unless damage type was severely restricted. Room-wide faefire wasn't 'useless' (bards just envoyed for a room-wide faefire in Glamours). Shadowbeat also has passive shielding (every 15s) for all allies, so DMP and healing on top of that is just over reaching, especially considering it is a low stanza song.
Binjo2011-09-27 10:58:41
QUOTE
Report #630 Skillset: Knighthood Skill: Slashing/Bashing
Guild: Ur'Guard Status: Rejected Jun 2011
Problem: Multiple limb swing attack types (hacks, smites, slashes, swipes, etc) favour the secondary limbs too much, making it very difficult to land a swing hit on a certain limb. Combined with rebounding, miss rate, dex disparity, and the RNG wounding chances, warriors should have more control of what they are attempting to hit in the first place. For instance, if a hack down is 50% chance to hit head and 50% chance to hit chest, we're asking for the head hit chance to be increased
Solution #1: Increase each swing attack type by 10% in favor of the first limb.
Solution #2: Change hack down|ups to 75%head/25%chest and 75%leg/25%gut, slash to 66%leg,17%gut/17%chest, swipe to 66%chest/17%gut/17%arm, slice to 66%arm/17%chest/17%gut, and same for corresponding bashing skills.
Solution #3: Massive increase in chance to hit first limb in the swing list, at the cost of extra balance recovery time (1.5x, or, a flat 1-2s), possibly added as a maneuver option after limb e.g. "maneuver perform hackyhack down @target focus"
Player Comments:
---:
Solution 2 sounds best. Not only would it help to make knighthood more strategic and less of a game of chance, but it would also encourage the use of less commonly tried slashing/bashing maneuvers. I think there may be an error in this solution though, since hack up favours gut over legs. Given this is a mistake and that is actually what you meant, I support this solution fully.
---:
Yeah, typo on that. reverse the gut/legs on hack up
---:
I like solution 2 as well.
---:
Solution 2, what Rivius said.
Furies' Decision:
We will review the chances of what hack up/down hits. No promises if anything will be done until after our review.
Guild: Ur'Guard Status: Rejected Jun 2011
Problem: Multiple limb swing attack types (hacks, smites, slashes, swipes, etc) favour the secondary limbs too much, making it very difficult to land a swing hit on a certain limb. Combined with rebounding, miss rate, dex disparity, and the RNG wounding chances, warriors should have more control of what they are attempting to hit in the first place. For instance, if a hack down is 50% chance to hit head and 50% chance to hit chest, we're asking for the head hit chance to be increased
Solution #1: Increase each swing attack type by 10% in favor of the first limb.
Solution #2: Change hack down|ups to 75%head/25%chest and 75%leg/25%gut, slash to 66%leg,17%gut/17%chest, swipe to 66%chest/17%gut/17%arm, slice to 66%arm/17%chest/17%gut, and same for corresponding bashing skills.
Solution #3: Massive increase in chance to hit first limb in the swing list, at the cost of extra balance recovery time (1.5x, or, a flat 1-2s), possibly added as a maneuver option after limb e.g. "maneuver perform hackyhack down @target focus"
Player Comments:
---:
Solution 2 sounds best. Not only would it help to make knighthood more strategic and less of a game of chance, but it would also encourage the use of less commonly tried slashing/bashing maneuvers. I think there may be an error in this solution though, since hack up favours gut over legs. Given this is a mistake and that is actually what you meant, I support this solution fully.
---:
Yeah, typo on that. reverse the gut/legs on hack up
---:
I like solution 2 as well.
---:
Solution 2, what Rivius said.
Furies' Decision:
We will review the chances of what hack up/down hits. No promises if anything will be done until after our review.
I recently wanted to envoy swing chances and this report was pointed out to me. Any news related to this? My pet idea was to make swing chances more skewed to the primary part when the target is prone from a warrior source (sprawl/pinleg/impale, not paralysis/web) so in the case of say a BM if you have them impaled your hack down has a much greater (80%+) chance to hit the head.
Lilia2011-09-27 16:16:48
QUOTE
Report #605 Skillset: Dreamweaving Skill: Various
Guild: Hartstone Status: Rejected Jun 2011
Problem: Dreamweaving lacks the ability to place anyone asleep, outside of sleep
attrition. Compared to hexes with double sleep Hexes, Ecology double morphite,
or warriors double morphite for instance, dreamweaving comes out inferior in
terms of active sleeping. With only the ability to hit one sleep effect, the
dreamweaver will never be able to get past the insomnia defense. Dreamweaving
will need this ability even more if the plan is to eventually move it away from
attrition.
Furies' Decision:
We do not agree with the premise that dreamweavers cannot get past the insomnia
defense; thus, we reject this report.
Guild: Hartstone Status: Rejected Jun 2011
Problem: Dreamweaving lacks the ability to place anyone asleep, outside of sleep
attrition. Compared to hexes with double sleep Hexes, Ecology double morphite,
or warriors double morphite for instance, dreamweaving comes out inferior in
terms of active sleeping. With only the ability to hit one sleep effect, the
dreamweaver will never be able to get past the insomnia defense. Dreamweaving
will need this ability even more if the plan is to eventually move it away from
attrition.
Furies' Decision:
We do not agree with the premise that dreamweavers cannot get past the insomnia
defense; thus, we reject this report.
I really want clarification on this. Are you referring to beast sleepcloud?
Unknown2011-09-27 16:42:18
This isn't really an envoy report, but it's related, and I've been barking up this tree for a long time without getting my concern acknowledged. Good administration 101 is communication, so I hope to get a response sooner or later.
Tae'dae and some of the other slow balance races were already considered sub-par before the last set of racial changes. When fast races were made faster, slow races were made slower in equal measure, and with other changes such as resistances blocking less damage, this resulted in a cumulative nerf to already bad races. I basically stopped playing for PvP, but an explanation would go a long way towards restoring some good will.
Tae'dae and some of the other slow balance races were already considered sub-par before the last set of racial changes. When fast races were made faster, slow races were made slower in equal measure, and with other changes such as resistances blocking less damage, this resulted in a cumulative nerf to already bad races. I basically stopped playing for PvP, but an explanation would go a long way towards restoring some good will.
Talan2011-09-27 17:08:18
I guess this is why people are asking in the other thread for a bit of back and forth with rejected reports, because...
QUOTE (Estarra @ Sep 27 2011, 03:24 AM) <{POST_SNAPBACK}>
It was generally noted that Shadowbeat is already one of the stronger bard-types, with the largest variety of song choices and there wasn't a perceive need for more buffs. That said, Solution 1 was considered but only if the effect was lessened by making it a low stanza.
Well, yes, it's the third strongest bard spec... in a field of four. As for the raw amount of imbued effects, SS and Cantors are at 18, Harbs and Caco are at 17.QUOTE
This was generally not well received. 10 DMP to all allies seemed like a lot unless damage type was severely restricted. Room-wide faefire wasn't 'useless' (bards just envoyed for a room-wide faefire in Glamours). Shadowbeat also has passive shielding (every 15s) for all allies, so DMP and healing on top of that is just over reaching, especially considering it is a low stanza song.
This is frustrating to hear, because the other bard specs all get some measure of healing AND dmp in their low stanza songs on top of things like passive curing and equilibrium boost or faster curing, faster sipping, faster regen in their mid and high stanza songs. It seemed reasonable to ask for one effect OR the other. The unshroud effect, which as you mention is now usurped by a better version in glamours, only effects people who are hearing of course. 'Useless' was poor word choice, it tends to inspire a desire to defend something. It is not as useful an ability as I wish it were. It tends to go unused unless there is nothing else to imbue.