Revan2012-02-26 10:28:13
Man, I wish all this thought went into helping out Telepaths :D
Unknown2012-02-26 10:51:30
Sidd:
honestly, QM + sleep/sleep isn't really any more powered than hexes using a doublewhammy sleep, and since that's ok, I'm not quite sure what the issue is.
My only thing is that it seems pretty straight forward what's going to be done, twist for the sleeplock followed by twist for aeon (much like hexen MD's do). As for it being superior offense to MD's, I think that's quite ok because Moon is much more defensive.
Edit: with this revision, I think SD keeping lash is quite good as well.
Yes, that's exactly what one would do.
Naia2012-02-26 12:44:07
Calesta killed me in my own Choke today. I am really gonna miss this spell a lot.
Neos2012-02-26 15:01:48
Revan:
Man, I wish all this thought went into helping out Telepaths :D
Best thing you've said ever. Say nothing else lest you ruin it.
Unknown2012-03-01 20:39:42
Well, I'm going to assume that people have run out of ideas or thoughts, so I'm going to be submitting the entire report at the end of next week.
Here is the version I am going to submit:
-------------------------------------------------------------------
ShadowTwist (Version 2):
-Requires a stolen shadow from the victim (from Night Steal)
*stolen shadows will last until dawn of every IC day.
*there will be a command to destroy stolen shadows prematurely.
*if there is no stolen shadow, the move will not work.
-Effect: Strips the quicksilver defense off the victim along with a small mana drain (5% of max mana + 150 mana, perhaps, 50% of night lash). Consider increasing the mana drain depending on the number of twists, i.e., scaling up the more twists you do.
*Furthermore, this skill will begin doing additional afflictions the more this move is used, culminating in a large effect on the 7th twist.
*The 7th twist destroys the shadow, meaning that further twists will require a new stolen shadow.
*The additional afflictions will be masked under a generic line.
Example:
1st person (victim):
Shuyin grasps a shadow in his hands and twists it violently, smiling in satisfaction as it seemingly writhes in agony.
You feel your body falter under the supremacy of Mother Night.
^Same line regardless of the move having the tightened parameter.
1st person (caster):
You grasp (victim)'s shadow in your hands and twist it violently.
The (number) twists upon the shadow render it far weaker than before.
-Syntax: SHADOWDANCE TWIST (target)
*costs 0p if not tightened, 1p if tightened
*takes 3s equilibrium
-The tighten parameter will be used to increment the twists to the opponent's shadow. Doing the command without the tighten parameter simply gives the quicksilver stripping effect and slight mana drain without additional affs / increasing the twist count.
-Here is a preliminary list of additional effects upon every twist:
Note: All attacks will strip quicksilver and do a small mana drain (because of the twist move), this will be represented by "QM".
*Please make sure that the aeon given for this skill lasts 30-45 seconds instead of the standard 15 seconds, since it is not as reliable as the standard aeon attacks.
1 = QM
2 = QM + sleep/sleep
3 = QM + aeon
4 = QM + stupidity
5 = QM + leglock
6 = QM + throatlock
7 = QM + aeon/stun + large mana drain, destroys shadow
---------------------------------------------------------------------------------
Here is the version I am going to submit:
-------------------------------------------------------------------
ShadowTwist (Version 2):
-Requires a stolen shadow from the victim (from Night Steal)
*stolen shadows will last until dawn of every IC day.
*there will be a command to destroy stolen shadows prematurely.
*if there is no stolen shadow, the move will not work.
-Effect: Strips the quicksilver defense off the victim along with a small mana drain (5% of max mana + 150 mana, perhaps, 50% of night lash). Consider increasing the mana drain depending on the number of twists, i.e., scaling up the more twists you do.
*Furthermore, this skill will begin doing additional afflictions the more this move is used, culminating in a large effect on the 7th twist.
*The 7th twist destroys the shadow, meaning that further twists will require a new stolen shadow.
*The additional afflictions will be masked under a generic line.
Example:
1st person (victim):
Shuyin grasps a shadow in his hands and twists it violently, smiling in satisfaction as it seemingly writhes in agony.
You feel your body falter under the supremacy of Mother Night.
^Same line regardless of the move having the tightened parameter.
1st person (caster):
You grasp (victim)'s shadow in your hands and twist it violently.
The (number) twists upon the shadow render it far weaker than before.
-Syntax: SHADOWDANCE TWIST (target)
*costs 0p if not tightened, 1p if tightened
*takes 3s equilibrium
-The tighten parameter will be used to increment the twists to the opponent's shadow. Doing the command without the tighten parameter simply gives the quicksilver stripping effect and slight mana drain without additional affs / increasing the twist count.
-Here is a preliminary list of additional effects upon every twist:
Note: All attacks will strip quicksilver and do a small mana drain (because of the twist move), this will be represented by "QM".
*Please make sure that the aeon given for this skill lasts 30-45 seconds instead of the standard 15 seconds, since it is not as reliable as the standard aeon attacks.
1 = QM
2 = QM + sleep/sleep
3 = QM + aeon
4 = QM + stupidity
5 = QM + leglock
6 = QM + throatlock
7 = QM + aeon/stun + large mana drain, destroys shadow
---------------------------------------------------------------------------------
Malarious2012-03-02 19:31:54
We are requiring you be in the same room as the victim right?
Unknown2012-03-02 20:00:55
Well yes.
Unknown2012-03-03 19:52:06
I haven't been keeping up with this thread at all, but I love the end result! I like the tightening aspect, a cool idea. I think this will be a good replacement for choke.
Unknown2012-03-13 19:20:27
No other ideas here I assume, I'm gonna submit this by tomorrow.
The only addition from the last version is a request that the aeon given last 30s instead of the standard 15s.
The only addition from the last version is a request that the aeon given last 30s instead of the standard 15s.
Unknown2012-03-13 19:27:33
Sojiro:
The only addition from the last version is a request that the aeon given last 30s instead of the standard 15s.
I legitimately didn't know that Aeon timed out. I've always cured it before then
/derail
Vadi2012-03-13 20:21:31
Choke timed out as well, fyi.
Unknown2012-03-13 20:55:22
Hmm hmm, I wonder how long it'll be for changes to be implemented.
Veyrzhul2012-04-04 05:14:46
Late on this one too, but I'll give it a shot, anyway:
The problem with the original choke (room effect) was piling passives from shrines and demesnes and making rooms virtually impenetrable by any attacking force. Now that shrines are (hopefully) about to be taken care of, why not just revert choke to a room effect and have demesnes tick only half as often in it?
The problem with the original choke (room effect) was piling passives from shrines and demesnes and making rooms virtually impenetrable by any attacking force. Now that shrines are (hopefully) about to be taken care of, why not just revert choke to a room effect and have demesnes tick only half as often in it?
Unknown2012-04-04 08:35:34
You've just over-simplified it a bit. Choke + any passive effects or remote attacks can be quite powerful. One person being able to slow a whole room really was over the top.
Not that it matters, though, as 'late on this one' is an understatement. :)
Not that it matters, though, as 'late on this one' is an understatement. :)
Veyrzhul2012-04-04 16:42:51
All factions have access to passives, so the exclusive ones (demesne) and hard to remove ones (shrine, demesne kind of falls into this too since it takes several steps to remove) were really the core of the issue. If we start talking about what 'can be quite powerful', then half of the game gets nerfed too.
Another little tweak could be to have invasion mobs avoid choked rooms.
Another little tweak could be to have invasion mobs avoid choked rooms.
Unknown2012-04-04 16:46:14
A good portion of the game ought to be nerfed, to some extent, so I agree with that sentiment.
Further discussion on Choke is fairly moot, however, as it's as good as gone already.
Further discussion on Choke is fairly moot, however, as it's as good as gone already.
Malarious2012-04-04 16:48:58
If envoys will agree to self nerfing we will achieve balance. This is usually a rare occurrence though, and key skills are less likely to see changes. Examples coming later.
Enyalida2012-04-04 17:41:16
If envoys are even capable of nerfing themselves all the time, which I don't think is really true, even if the envoy really does mean the best and is open to nerfing their class.
Malarious2012-04-04 20:28:23
Ok skills that still need adjusting that do not have a report showing....
- Foresight (major nerf or add cost)
- Badluck (no longer fire on attacks)
- Spix (with beast its fairly reliable transfix)
- Aeromancy (needs afflictions reduced)
- Pyromancy (reduce burn levels to require active effort to stack burns)
- Telekinesis (reduce burst vessel rates)
- Shockstone (eq loss is very very high and since shatterplex has no power cost its an EZ 10s off eq)
- Phantomspheres (needs a real cost associated with it. only powerless ranged insta)
And I am sure there are more. These are just examples really but will generally hold true.
- Foresight (major nerf or add cost)
- Badluck (no longer fire on attacks)
- Spix (with beast its fairly reliable transfix)
- Aeromancy (needs afflictions reduced)
- Pyromancy (reduce burn levels to require active effort to stack burns)
- Telekinesis (reduce burst vessel rates)
- Shockstone (eq loss is very very high and since shatterplex has no power cost its an EZ 10s off eq)
- Phantomspheres (needs a real cost associated with it. only powerless ranged insta)
And I am sure there are more. These are just examples really but will generally hold true.
Neos2012-04-04 20:37:09
Malarious:
Ok skills that still need adjusting that do not have a report showing....
- Foresight (major nerf or add cost)agree
- Badluck (no longer fire on attacks)agree
- Spix (with beast its fairly reliable transfix)yeah
- Aeromancy (needs afflictions reduced)I've talked to Shedrin about it, but it needs some fine tuning to not completely throw things out of whack.
- Pyromancy (reduce burn levels to require active effort to stack burns)can't say, rarely actually fight in pyromelds, and really have no idea what it's capable of
- Telekinesis (reduce burst vessel rates)highly agree
- Shockstone (eq loss is very very high and since shatterplex has no power cost its an EZ 10s off eq)
- Phantomspheres (needs a real cost associated with it. only powerless ranged insta)i'm on the fence about this one
And I am sure there are more. These are just examples really but will generally hold true.