Xenthos2011-09-25 23:14:57
A few envoy reports that I'm interested in:
This one, I can guess why it was rejected, I'd just like to see if I'm right (or if there is any wiggle room / ability to suggest other ideas for the ability that might help it out):
CODE
Report 349:
Problem: Blackout is a debilitating affliction with only one cure: Allheale.  Allheale's delay is very long.  Further, there are a couple of skills that not only give blackout but give a -very long- blackout (8 seconds).  So, once allheale balance is used, blackout is pretty much a shut-down except for diagnosing and trying to keep up with what the opponent has tried to slip in behind it (not counting timed instant-kill effects that don't show up on Diag at all).
Solution #1: Make "Focus Mind" a cure for blackout (you regather your thoughts and pull yourself together).  However, make it the -very last- thing cured by Focus Mind, so if other afflictions are being piled on they will be cured first.  Using blackout by itself won't be as effective obviously, but this way it requires a bit of prep-work to make it "stick".
Solution #2: Give all blackout a cap (at somewhere between 2-4s).
Problem: Blackout is a debilitating affliction with only one cure: Allheale.  Allheale's delay is very long.  Further, there are a couple of skills that not only give blackout but give a -very long- blackout (8 seconds).  So, once allheale balance is used, blackout is pretty much a shut-down except for diagnosing and trying to keep up with what the opponent has tried to slip in behind it (not counting timed instant-kill effects that don't show up on Diag at all).
Solution #1: Make "Focus Mind" a cure for blackout (you regather your thoughts and pull yourself together).  However, make it the -very last- thing cured by Focus Mind, so if other afflictions are being piled on they will be cured first.  Using blackout by itself won't be as effective obviously, but this way it requires a bit of prep-work to make it "stick".
Solution #2: Give all blackout a cap (at somewhere between 2-4s).
CODE
Report 535
Problem: Athletics Sturdiness goes away the next time a person uses any form of balance or equilibrium-- even invoke circle drops it.  It also both requires AND consumes balance to use.  This ends up making the skill problematic and difficult to use in any real situation.
Solution #1: Make Sturdiness not fall when balance / eq are used, but only when the user moves.  It would still require/consume balance.
Problem: Athletics Sturdiness goes away the next time a person uses any form of balance or equilibrium-- even invoke circle drops it.  It also both requires AND consumes balance to use.  This ends up making the skill problematic and difficult to use in any real situation.
Solution #1: Make Sturdiness not fall when balance / eq are used, but only when the user moves.  It would still require/consume balance.
CODE
Report 596
Problem: Currently proofing is restricted to cold, fire, electricity, and magic.  There exist other types of non-physical damage as well which are not addressed.
Solution #1: Allow for poison and psychic proofing as well.  Do not add more slots, simply adding more options.
Solution #2: Also allow for asphyxiation proofing (more difficult to justify from an RP stance) on top of solution 1.
Problem: Currently proofing is restricted to cold, fire, electricity, and magic.  There exist other types of non-physical damage as well which are not addressed.
Solution #1: Allow for poison and psychic proofing as well.  Do not add more slots, simply adding more options.
Solution #2: Also allow for asphyxiation proofing (more difficult to justify from an RP stance) on top of solution 1.
This one, I can guess why it was rejected, I'd just like to see if I'm right (or if there is any wiggle room / ability to suggest other ideas for the ability that might help it out):
CODE
Report 566
Problem: Decoy is an ability which is interesting but not particularly useful in most cases-- as it is an active skill it does not work on things such as tumble, leap, etc. so it is only applicable when you can walk out of the room normally (at which point you would be able to just keep on running in that direction anyways so you do not need it so much).
Solution #1: Allow Decoy to also affect scries / room location abilities.  When scried, the user will receive the name of a random room in the area the Crow user is in.  Thus it cannot be used like stealth mask (to hide entirely) and the person will know where you are in general... but the specifics, well, you have set up a decoy!
Solution #2: Allow it to be a defense that will modify tumbles, leaps, etc. as well as normal movement (this has been rejected in the past, but the skill still does not see much use).
Solution #3: A new verb to the skill that lets the Crow user 'mark' a room (erecting a decoy of themselves).  For 5 minutes, any scries on the Crow user will instead receive the location that the decoy is built in.  This would cost 5p to activate.
Problem: Decoy is an ability which is interesting but not particularly useful in most cases-- as it is an active skill it does not work on things such as tumble, leap, etc. so it is only applicable when you can walk out of the room normally (at which point you would be able to just keep on running in that direction anyways so you do not need it so much).
Solution #1: Allow Decoy to also affect scries / room location abilities.  When scried, the user will receive the name of a random room in the area the Crow user is in.  Thus it cannot be used like stealth mask (to hide entirely) and the person will know where you are in general... but the specifics, well, you have set up a decoy!
Solution #2: Allow it to be a defense that will modify tumbles, leaps, etc. as well as normal movement (this has been rejected in the past, but the skill still does not see much use).
Solution #3: A new verb to the skill that lets the Crow user 'mark' a room (erecting a decoy of themselves).  For 5 minutes, any scries on the Crow user will instead receive the location that the decoy is built in.  This would cost 5p to activate.
Xiel2011-09-25 23:23:03
One of the bigger ones I'd appreciate knowing is report 465:
CODE
Problem: In the wake of the Forging redux which enabled forgers to temper weapons and armour accordingly, the possibility of equipping a melee-type combatant (warriors and monks) to find a suitable weapon or piece of armour that is not only desirable for its design, but for its statistics as well has become immensely easier. This, however, is not held true for casters seeking to be on par in regards to the ease by which they would like to be able to equip themselves with armour as well because of their dependence still on the RNG mechanic.
Solution #1: Enable enchanters to likewise 'temper' or 'augment' their robes/suits/gowns/hats according to the same parameters forgers can for their own armour, though, of course, not to the same levels as melee-type armour. For splendour clothes, limit the max to 70/70 while non-splendour clothes can be limited to 55/55.
Solution #2: In addition to the above, enable forgers to likewise have the ability to temper shields. They can temper most everything that would benefit melee combatants, but not caster-combatant shields. Maxed at 40/40 for shields.
Solution #1: Enable enchanters to likewise 'temper' or 'augment' their robes/suits/gowns/hats according to the same parameters forgers can for their own armour, though, of course, not to the same levels as melee-type armour. For splendour clothes, limit the max to 70/70 while non-splendour clothes can be limited to 55/55.
Solution #2: In addition to the above, enable forgers to likewise have the ability to temper shields. They can temper most everything that would benefit melee combatants, but not caster-combatant shields. Maxed at 40/40 for shields.
Estarra2011-09-25 23:28:07
Some of these are old reports and in may cases I can't recollect exactly what our thought processes were, though we do write notes on most reports. That being said, I've included some comments.
Many of our combat expert admin were flat out against this, and coders were insofar that it would cut into a lot of skillsets that would then need to be rebalanced. It was remarked that this was only looking solely from the viewpoint of group combat. Thus, it was rejected.
I was not involved in this decision at all so cannot comment.
We simply did not see a need for this and did not believe it was needed. We are satisfied with the current limits of proofing.
Solution 2 was similar to a previous report that was rejected. In any event, Solution 1 and 2 had coding issues as well. Solution 3 was considered, though in a downgraded form (as-is was considered OP) but even with a modification, we could foresee problems. Overall, solutions were deemed to be poor and the report was ultimately rejected.
CODE
Report 349:
Problem: Blackout is a debilitating affliction with only one cure: Allheale.  Allheale's delay is very long.  Further, there are a couple of skills that not only give blackout but give a -very long- blackout (8 seconds).  So, once allheale balance is used, blackout is pretty much a shut-down except for diagnosing and trying to keep up with what the opponent has tried to slip in behind it (not counting timed instant-kill effects that don't show up on Diag at all).
Solution #1: Make "Focus Mind" a cure for blackout (you regather your thoughts and pull yourself together).  However, make it the -very last- thing cured by Focus Mind, so if other afflictions are being piled on they will be cured first.  Using blackout by itself won't be as effective obviously, but this way it requires a bit of prep-work to make it "stick".
Solution #2: Give all blackout a cap (at somewhere between 2-4s).
Problem: Blackout is a debilitating affliction with only one cure: Allheale.  Allheale's delay is very long.  Further, there are a couple of skills that not only give blackout but give a -very long- blackout (8 seconds).  So, once allheale balance is used, blackout is pretty much a shut-down except for diagnosing and trying to keep up with what the opponent has tried to slip in behind it (not counting timed instant-kill effects that don't show up on Diag at all).
Solution #1: Make "Focus Mind" a cure for blackout (you regather your thoughts and pull yourself together).  However, make it the -very last- thing cured by Focus Mind, so if other afflictions are being piled on they will be cured first.  Using blackout by itself won't be as effective obviously, but this way it requires a bit of prep-work to make it "stick".
Solution #2: Give all blackout a cap (at somewhere between 2-4s).
Many of our combat expert admin were flat out against this, and coders were insofar that it would cut into a lot of skillsets that would then need to be rebalanced. It was remarked that this was only looking solely from the viewpoint of group combat. Thus, it was rejected.
CODE
Report 535
Problem: Athletics Sturdiness goes away the next time a person uses any form of balance or equilibrium-- even invoke circle drops it.  It also both requires AND consumes balance to use.  This ends up making the skill problematic and difficult to use in any real situation.
Solution #1: Make Sturdiness not fall when balance / eq are used, but only when the user moves.  It would still require/consume balance.
Problem: Athletics Sturdiness goes away the next time a person uses any form of balance or equilibrium-- even invoke circle drops it.  It also both requires AND consumes balance to use.  This ends up making the skill problematic and difficult to use in any real situation.
Solution #1: Make Sturdiness not fall when balance / eq are used, but only when the user moves.  It would still require/consume balance.
I was not involved in this decision at all so cannot comment.
CODE
Report 596
Problem: Currently proofing is restricted to cold, fire, electricity, and magic.  There exist other types of non-physical damage as well which are not addressed.
Solution #1: Allow for poison and psychic proofing as well.  Do not add more slots, simply adding more options.
Solution #2: Also allow for asphyxiation proofing (more difficult to justify from an RP stance) on top of solution 1.
Problem: Currently proofing is restricted to cold, fire, electricity, and magic.  There exist other types of non-physical damage as well which are not addressed.
Solution #1: Allow for poison and psychic proofing as well.  Do not add more slots, simply adding more options.
Solution #2: Also allow for asphyxiation proofing (more difficult to justify from an RP stance) on top of solution 1.
We simply did not see a need for this and did not believe it was needed. We are satisfied with the current limits of proofing.
CODE
Report 566
Problem: Decoy is an ability which is interesting but not particularly useful in most cases-- as it is an active skill it does not work on things such as tumble, leap, etc. so it is only applicable when you can walk out of the room normally (at which point you would be able to just keep on running in that direction anyways so you do not need it so much).
Solution #1: Allow Decoy to also affect scries / room location abilities.  When scried, the user will receive the name of a random room in the area the Crow user is in.  Thus it cannot be used like stealth mask (to hide entirely) and the person will know where you are in general... but the specifics, well, you have set up a decoy!
Solution #2: Allow it to be a defense that will modify tumbles, leaps, etc. as well as normal movement (this has been rejected in the past, but the skill still does not see much use).
Solution #3: A new verb to the skill that lets the Crow user 'mark' a room (erecting a decoy of themselves).  For 5 minutes, any scries on the Crow user will instead receive the location that the decoy is built in.  This would cost 5p to activate.
Problem: Decoy is an ability which is interesting but not particularly useful in most cases-- as it is an active skill it does not work on things such as tumble, leap, etc. so it is only applicable when you can walk out of the room normally (at which point you would be able to just keep on running in that direction anyways so you do not need it so much).
Solution #1: Allow Decoy to also affect scries / room location abilities.  When scried, the user will receive the name of a random room in the area the Crow user is in.  Thus it cannot be used like stealth mask (to hide entirely) and the person will know where you are in general... but the specifics, well, you have set up a decoy!
Solution #2: Allow it to be a defense that will modify tumbles, leaps, etc. as well as normal movement (this has been rejected in the past, but the skill still does not see much use).
Solution #3: A new verb to the skill that lets the Crow user 'mark' a room (erecting a decoy of themselves).  For 5 minutes, any scries on the Crow user will instead receive the location that the decoy is built in.  This would cost 5p to activate.
Solution 2 was similar to a previous report that was rejected. In any event, Solution 1 and 2 had coding issues as well. Solution 3 was considered, though in a downgraded form (as-is was considered OP) but even with a modification, we could foresee problems. Overall, solutions were deemed to be poor and the report was ultimately rejected.
Estarra2011-09-25 23:32:05
QUOTE (Xiel @ Sep 25 2011, 04:23 PM) <{POST_SNAPBACK}>
One of the bigger ones I'd appreciate knowing is report 465:
CODE
Problem: In the wake of the Forging redux which enabled forgers to temper weapons and armour accordingly, the possibility of equipping a melee-type combatant (warriors and monks) to find a suitable weapon or piece of armour that is not only desirable for its design, but for its statistics as well has become immensely easier. This, however, is not held true for casters seeking to be on par in regards to the ease by which they would like to be able to equip themselves with armour as well because of their dependence still on the RNG mechanic.
Solution #1: Enable enchanters to likewise 'temper' or 'augment' their robes/suits/gowns/hats according to the same parameters forgers can for their own armour, though, of course, not to the same levels as melee-type armour. For splendour clothes, limit the max to 70/70 while non-splendour clothes can be limited to 55/55.
Solution #2: In addition to the above, enable forgers to likewise have the ability to temper shields. They can temper most everything that would benefit melee combatants, but not caster-combatant shields. Maxed at 40/40 for shields.
Solution #1: Enable enchanters to likewise 'temper' or 'augment' their robes/suits/gowns/hats according to the same parameters forgers can for their own armour, though, of course, not to the same levels as melee-type armour. For splendour clothes, limit the max to 70/70 while non-splendour clothes can be limited to 55/55.
Solution #2: In addition to the above, enable forgers to likewise have the ability to temper shields. They can temper most everything that would benefit melee combatants, but not caster-combatant shields. Maxed at 40/40 for shields.
We did not see a need for it, though we were considering implementing a tempering type ability using 10-20 silk per stat. Ended up being a big project which ultimately we decided wasn't justified, especially as our initial reaction was there was no need for an update.
Neos2011-09-25 23:37:41
CODE
Report #420   Skillset: Telepathy   Skill: Mindblast
Guild: Geomancers   Status: Rejected Jul 2010
Problem: Mindblast, once a mighty flagship of telepathy, has fallen into the obscure ranks of rarely used skills. The reason for the neglect is simple: the mana and ego loss is small enough to cover with sparkle and healing scroll, and the damage is weak enough to be easily healed up in the 6 seconds it takes to recover from mindblast. Thus, everyone sticks with psyvamp. The cause for this downfall is more complicated, and though I don't know for sure, my guess is that the stat revamps that made intelligence matter less along with the hexangle/pentangle buffs that boosted staff ended up making mindblast a poor choice for damage. Indeed, if you exclude outliers like pyromancer staff vs a dracnari, staff does more damage than mindblast even on targets with no psi dmp (admittedly, most of Lusternia, but you see my point), while also being nearly twice as fast. (3.5 seconds with pentangle vs 6 seconds for mindblast).
Solution #1: Increase mindblast's damage to be a slightly higher burst than staff (though of course, lower dps in exchange for the afflictions and mana/ego). From my testing, you could accomplish this by increasing mindblast's damage by 15%, which would make it a slightly higher burst on low and mid health targets, and about equal on high health (mindblast doesn't scale as much as staff, apparently).
Solution #2: Add the option to PSI SUPER MINDBLAST X (MANA|EGO). Mindblasting mana would remove the ego damage and double the mana damage, and the other way around. This would make it harder to simply sparkle/scroll off the secondary damage of mindblast.
Solution #3: If the target has 2 mental afflictions, mindblast's damage is boosted by 10%. It is further boosted by 10% for every additional mental affliction beyond that, capping at a 50% boost at 6 afflictions. Keep in mind, this attack would still be a on a 6 second balance and weaker than staff initially.
Furies' Decision:
We do not find this to be necessary.
Guild: Geomancers   Status: Rejected Jul 2010
Problem: Mindblast, once a mighty flagship of telepathy, has fallen into the obscure ranks of rarely used skills. The reason for the neglect is simple: the mana and ego loss is small enough to cover with sparkle and healing scroll, and the damage is weak enough to be easily healed up in the 6 seconds it takes to recover from mindblast. Thus, everyone sticks with psyvamp. The cause for this downfall is more complicated, and though I don't know for sure, my guess is that the stat revamps that made intelligence matter less along with the hexangle/pentangle buffs that boosted staff ended up making mindblast a poor choice for damage. Indeed, if you exclude outliers like pyromancer staff vs a dracnari, staff does more damage than mindblast even on targets with no psi dmp (admittedly, most of Lusternia, but you see my point), while also being nearly twice as fast. (3.5 seconds with pentangle vs 6 seconds for mindblast).
Solution #1: Increase mindblast's damage to be a slightly higher burst than staff (though of course, lower dps in exchange for the afflictions and mana/ego). From my testing, you could accomplish this by increasing mindblast's damage by 15%, which would make it a slightly higher burst on low and mid health targets, and about equal on high health (mindblast doesn't scale as much as staff, apparently).
Solution #2: Add the option to PSI SUPER MINDBLAST X (MANA|EGO). Mindblasting mana would remove the ego damage and double the mana damage, and the other way around. This would make it harder to simply sparkle/scroll off the secondary damage of mindblast.
Solution #3: If the target has 2 mental afflictions, mindblast's damage is boosted by 10%. It is further boosted by 10% for every additional mental affliction beyond that, capping at a 50% boost at 6 afflictions. Keep in mind, this attack would still be a on a 6 second balance and weaker than staff initially.
Furies' Decision:
We do not find this to be necessary.
I really would like clarification on this. Though I may find others, this is my number one report I want clarification on.
Estarra2011-09-25 23:41:11
QUOTE (AquaNeos @ Sep 25 2011, 04:37 PM) <{POST_SNAPBACK}>
CODE
Report #420   Skillset: Telepathy   Skill: Mindblast
Guild: Geomancers   Status: Rejected Jul 2010
Problem: Mindblast, once a mighty flagship of telepathy, has fallen into the obscure ranks of rarely used skills. The reason for the neglect is simple: the mana and ego loss is small enough to cover with sparkle and healing scroll, and the damage is weak enough to be easily healed up in the 6 seconds it takes to recover from mindblast. Thus, everyone sticks with psyvamp. The cause for this downfall is more complicated, and though I don't know for sure, my guess is that the stat revamps that made intelligence matter less along with the hexangle/pentangle buffs that boosted staff ended up making mindblast a poor choice for damage. Indeed, if you exclude outliers like pyromancer staff vs a dracnari, staff does more damage than mindblast even on targets with no psi dmp (admittedly, most of Lusternia, but you see my point), while also being nearly twice as fast. (3.5 seconds with pentangle vs 6 seconds for mindblast).
Solution #1: Increase mindblast's damage to be a slightly higher burst than staff (though of course, lower dps in exchange for the afflictions and mana/ego). From my testing, you could accomplish this by increasing mindblast's damage by 15%, which would make it a slightly higher burst on low and mid health targets, and about equal on high health (mindblast doesn't scale as much as staff, apparently).
Solution #2: Add the option to PSI SUPER MINDBLAST X (MANA|EGO). Mindblasting mana would remove the ego damage and double the mana damage, and the other way around. This would make it harder to simply sparkle/scroll off the secondary damage of mindblast.
Solution #3: If the target has 2 mental afflictions, mindblast's damage is boosted by 10%. It is further boosted by 10% for every additional mental affliction beyond that, capping at a 50% boost at 6 afflictions. Keep in mind, this attack would still be a on a 6 second balance and weaker than staff initially.
Furies' Decision:
We do not find this to be necessary.
Guild: Geomancers   Status: Rejected Jul 2010
Problem: Mindblast, once a mighty flagship of telepathy, has fallen into the obscure ranks of rarely used skills. The reason for the neglect is simple: the mana and ego loss is small enough to cover with sparkle and healing scroll, and the damage is weak enough to be easily healed up in the 6 seconds it takes to recover from mindblast. Thus, everyone sticks with psyvamp. The cause for this downfall is more complicated, and though I don't know for sure, my guess is that the stat revamps that made intelligence matter less along with the hexangle/pentangle buffs that boosted staff ended up making mindblast a poor choice for damage. Indeed, if you exclude outliers like pyromancer staff vs a dracnari, staff does more damage than mindblast even on targets with no psi dmp (admittedly, most of Lusternia, but you see my point), while also being nearly twice as fast. (3.5 seconds with pentangle vs 6 seconds for mindblast).
Solution #1: Increase mindblast's damage to be a slightly higher burst than staff (though of course, lower dps in exchange for the afflictions and mana/ego). From my testing, you could accomplish this by increasing mindblast's damage by 15%, which would make it a slightly higher burst on low and mid health targets, and about equal on high health (mindblast doesn't scale as much as staff, apparently).
Solution #2: Add the option to PSI SUPER MINDBLAST X (MANA|EGO). Mindblasting mana would remove the ego damage and double the mana damage, and the other way around. This would make it harder to simply sparkle/scroll off the secondary damage of mindblast.
Solution #3: If the target has 2 mental afflictions, mindblast's damage is boosted by 10%. It is further boosted by 10% for every additional mental affliction beyond that, capping at a 50% boost at 6 afflictions. Keep in mind, this attack would still be a on a 6 second balance and weaker than staff initially.
Furies' Decision:
We do not find this to be necessary.
I really would like clarification on this. Though I may find others, this is my number one report I want clarification on.
We strongly disliked the solutions and were surprised there weren't more comments. We did consider buffing mindblast damage but ultimately decided it was not needed.
Estarra2011-09-25 23:42:16
P.S. I never said you'd like or be satisfied with any elaborations I may make!
Xenthos2011-09-25 23:46:03
QUOTE (Estarra @ Sep 25 2011, 07:42 PM) <{POST_SNAPBACK}>
P.S. I never said you'd like or be satisfied with any elaborations I may make!
Any chance you can find out the stand firm reasoning at this point, please?
I also do appreciate this!
Neos2011-09-25 23:46:10
QUOTE (Estarra @ Sep 25 2011, 07:41 PM) <{POST_SNAPBACK}>
We strongly disliked the solutions and were surprised there weren't more comments. We did consider buffing mindblast damage but ultimately decided it was not needed.
I can accept that, even if I don't agree.
QUOTE (Estarra @ Sep 25 2011, 07:42 PM) <{POST_SNAPBACK}>
P.S. I never said you'd like or be satisfied with any elaborations I may make!
Any clarification is better than none.
Rivius2011-09-25 23:52:21
QUOTE
Report #584 Skillset: Bonecrusher Skill: BreakLeg
Guild: Serenguard Status: Rejected Mar 2011
Problem: Bonecrusher currently suffers from a lack of abilities that hinder a person effectively.
Solution #1: Replace BreakLeg (Fabled + 20%) with ShatterAnkle. The minimum wound state should be left at heavy, and it should be doable on a jab. This, together with KnockDown, will give Bonecrushers a feasible way to hinder opponents while allowing it to be cured through allheale and thus not usable to immediately incapacitate someone for a lengthy time right at the start of a fight. As a comparison, Pureblade LegTendon is available at a lower skill rank, is possible on jabs and swings, prones the victim, and cannot be cured through allheale.
Solution #2: Provide a solution here.
Solution #3: Provide a solution here.
Guild: Serenguard Status: Rejected Mar 2011
Problem: Bonecrusher currently suffers from a lack of abilities that hinder a person effectively.
Solution #1: Replace BreakLeg (Fabled + 20%) with ShatterAnkle. The minimum wound state should be left at heavy, and it should be doable on a jab. This, together with KnockDown, will give Bonecrushers a feasible way to hinder opponents while allowing it to be cured through allheale and thus not usable to immediately incapacitate someone for a lengthy time right at the start of a fight. As a comparison, Pureblade LegTendon is available at a lower skill rank, is possible on jabs and swings, prones the victim, and cannot be cured through allheale.
Solution #2: Provide a solution here.
Solution #3: Provide a solution here.
Xiel2011-09-25 23:52:45
Piddle on the robe tempering. Though I wished the shield tempering could go in since armour/weapon stuff already exist, but I tried. Thanks for the clarification on the enchantment stuff.
Estarra2011-09-26 00:08:34
QUOTE
Report #584 Skillset: Bonecrusher Skill: BreakLeg
Guild: Serenguard Status: Rejected Mar 2011
Problem: Bonecrusher currently suffers from a lack of abilities that hinder a person effectively.
Solution #1: Replace BreakLeg (Fabled + 20%) with ShatterAnkle. The minimum wound state should be left at heavy, and it should be doable on a jab. This, together with KnockDown, will give Bonecrushers a feasible way to hinder opponents while allowing it to be cured through allheale and thus not usable to immediately incapacitate someone for a lengthy time right at the start of a fight. As a comparison, Pureblade LegTendon is available at a lower skill rank, is possible on jabs and swings, prones the victim, and cannot be cured through allheale.
Solution #2: Provide a solution here.
Solution #3: Provide a solution here.
Guild: Serenguard Status: Rejected Mar 2011
Problem: Bonecrusher currently suffers from a lack of abilities that hinder a person effectively.
Solution #1: Replace BreakLeg (Fabled + 20%) with ShatterAnkle. The minimum wound state should be left at heavy, and it should be doable on a jab. This, together with KnockDown, will give Bonecrushers a feasible way to hinder opponents while allowing it to be cured through allheale and thus not usable to immediately incapacitate someone for a lengthy time right at the start of a fight. As a comparison, Pureblade LegTendon is available at a lower skill rank, is possible on jabs and swings, prones the victim, and cannot be cured through allheale.
Solution #2: Provide a solution here.
Solution #3: Provide a solution here.
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.)
Janalon2011-09-26 01:08:45
CODE
Report 596
Problem: Currently proofing is restricted to cold, fire, electricity, and magic.  There exist other types of non-physical damage as well which are not addressed.
Solution #1: Allow for poison and psychic proofing as well.  Do not add more slots, simply adding more options.
Solution #2: Also allow for asphyxiation proofing (more difficult to justify from an RP stance) on top of solution 1.
Problem: Currently proofing is restricted to cold, fire, electricity, and magic.  There exist other types of non-physical damage as well which are not addressed.
Solution #1: Allow for poison and psychic proofing as well.  Do not add more slots, simply adding more options.
Solution #2: Also allow for asphyxiation proofing (more difficult to justify from an RP stance) on top of solution 1.
If I remember correctly, one of my ideas inspired the creation of this report, so I feel a need to clarify the problem/solution.
To better illuminate the issue, let me use my own person as example. Janalon is a psymet Nekotai. I already gain 10 DMP elec/fire/cold/magic from individual proofings, and another 15 DMP elec/fire/cold from potions. I'll return to this as the addressable problem. Psionics BioFeedback gives 20 DMP to elec, fire, cold or magic AND Psymet Ironskin gives 25 DMP against elec/fire/cold. That's not counting Resistance All defenses or anything else I am able to achieve towards an elemental defense (such as DamageAbsorption tattoos).
Please accept my first person perspective, as I do not have the omniscient view to understand how every primary, secondary, thirdary (the word escapes me) skill combo might lead to other gluts or gaps.
From my limited standpoint, elemental resistances were over-represented with the combo of proofs/potions/psionics/psymet. RATHER than envoy a change to psionics/psymet, I decided that opening options against multiple defense types would be a change that could benefit everybody... My end goal was patterned against how Ecology Charms and Tattoos Damage Absorption force the user to select defense by degrees. The idea was create a parallel and force the robe wearer to select among the damage types they most needed defenses against (solving the DMP spread problem).
There was a problem that I did not forsee: proofs/potions can be switched on the fly whereas charms/tattoos require time to setup. If you reread the report, you will later see me commenting against my initial idea.
I still feel the problem is reasonable. Elec/fire/cold seem over-represented. Not to mention this problem directly inhibits the effectiveness of damage mod runes. Dunno, maybe that accounts for the thickness of elemental DMP. Not sure how to proceed with this one given the shortcoming of the solutions to provide an Ecology Charm like variability. You'll probably see me Envoy BioFeedback to offer more damage types (since you can only hold three of them at any given time). Outside of that potential report... I dunno.
Unknown2011-09-26 01:25:46
If anything, you should delete fire/elec/cold proofs and add asphyx, poison, and psychic instead!
Janalon2011-09-26 01:30:11
QUOTE (Sojiro @ Sep 25 2011, 09:25 PM) <{POST_SNAPBACK}>
If anything, you should delete fire/elec/cold proofs and add asphyx, poison, and psychic instead!
THANK YOU! See, I knew there was a simple solution in there somewhere.
Rika2011-09-26 01:37:17
+1000000 to that idea.
Unknown2011-09-26 01:44:13
Yep, I'm pretty awesome.
Talan2011-09-26 01:56:50
I'd like to follow up on this one, if this is the place for that. Should I give up hope at this point? Nothing came of the 'we will review'.
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.
Janalon2011-09-26 02:09:40
Actually, the more I think about this idea... the more genius it gets:
??/?? DMP from robes, tattoo armour, masterarmour against cutting & blunt
10 DMP nimbus enchantment against Exo & Divi
10 DMP proofs against magic/fire/frost/elec
Meaning it would make total sense to have potion proofing against psychic, poisons, and asphyx. Outside DMP all defs, this would give a nice base covering for all damage types. I hope this issue can be resolved via forums rather than a second go through envoy.
??/?? DMP from robes, tattoo armour, masterarmour against cutting & blunt
10 DMP nimbus enchantment against Exo & Divi
10 DMP proofs against magic/fire/frost/elec
Meaning it would make total sense to have potion proofing against psychic, poisons, and asphyx. Outside DMP all defs, this would give a nice base covering for all damage types. I hope this issue can be resolved via forums rather than a second go through envoy.
Janalon2011-09-26 20:56:02
Though, giving it a second thinking through... Frost, Fire, & Elec potions are already tied into defenses and cures. Instead, you'd have to envoy a change FROM elec, fire, cold, magic proofs TO psionics, poison, asphyx, and magic proofs. Yeah, it seems completely logical from a mechanical standpoint... but proofing clothing to lessen poison or choking (i.e. asphyx) damage seems ridiculous.