Rika2012-02-14 23:15:59
How does elevation movement help anyone other than druids escape from this?
Unknown2012-02-14 23:17:54
Aeromancers, TK's, Ecologists, and force moves are around too.
We're still discussing a group situation in distort I imagine. I'm sure you can manage to wrangle up one of those during the fight.
Or you can just kill the Night user. He can't run away either.
We're still discussing a group situation in distort I imagine. I'm sure you can manage to wrangle up one of those during the fight.
Or you can just kill the Night user. He can't run away either.
Unknown2012-02-14 23:18:00
rika:
How does elevation movement help anyone other than druids escape from this?
Mages too, but the point stands. Most classes don't have access to
Unknown2012-02-14 23:20:01
Gust. Gust is magical.
Unknown2012-02-14 23:22:22
Guys, this is why I added the 'Kill the Night user' too option.
Unknown2012-02-14 23:22:31
Sojiro:
Guys, this is why I added the 'Kill the Night user' too option.
Not always easy, especially if they trap you in a room with Drink up.
Unknown2012-02-14 23:23:48
Derp. It drops when the Nightuser leaves the room.
EDIT:
Read the OP. It's been updated with the barriertower idea.
EDIT:
Read the OP. It's been updated with the barriertower idea.
Unknown2012-02-14 23:25:27
Drink doesn't actually tick every 2 seconds, contrary to what many...conscientious objectors would like you to believe. It's more like 10s, possibly longer.
Plus we're still arguing group combat. Show me someone who can tank a group of more than 5 for 10s.
Plus we're still arguing group combat. Show me someone who can tank a group of more than 5 for 10s.
Unknown2012-02-14 23:27:22
Sojiro:
Plus we're still arguing group combat. Show me someone who can tank a group of more than 5 for 10s.
Single combat still does need to be considered. Healing+Drink does make you pretty tanky
Unknown2012-02-14 23:30:42
Then if we're arguing single combat, then you can start gusting, which is even easier and far more available to do.
So just gust the Night user.
High movement resistance is an external factor. That is a problem with mass runes, and whatever else that adds a retarded amount of resist. It's not a problem with the idea.
So just gust the Night user.
High movement resistance is an external factor. That is a problem with mass runes, and whatever else that adds a retarded amount of resist. It's not a problem with the idea.
Unknown2012-02-14 23:35:43
There's not a passive curing skill that exists that stands up to the lynch mob.
The barriertower idea isn't that far from herbbane+pfifth, and while that can certainly be obnoxious, nobody is breaking out the stakes and torches over it.
My only concern is movement resist outlier people that you just aren't going to move. But that is a problem to consider on its own, and shouldn't be taken into consideration here.
In groups, its probably going to be some ebonguard throwing it up, so a lightning quick death is probably out. So long as there's a decent way to move the person, the idea is fine.
The barriertower idea isn't that far from herbbane+pfifth, and while that can certainly be obnoxious, nobody is breaking out the stakes and torches over it.
My only concern is movement resist outlier people that you just aren't going to move. But that is a problem to consider on its own, and shouldn't be taken into consideration here.
In groups, its probably going to be some ebonguard throwing it up, so a lightning quick death is probably out. So long as there's a decent way to move the person, the idea is fine.
Enyalida2012-02-14 23:36:48
Make it stop forced physical movements and possibly have a carcer effect. Blocking all physical movements (including tumble) 100% of the time is crazy. I'd even be okay to make this severely hinder walking out of a room, as long as it doesn't also stop tumbles. At that point, you can also consider making it last when the caster leaves. (Edit: but it's best to not, really)
I'd then give it a (25-33%) chance to fail blocking physical forced movement if distort is up, still allowing only it OR bonds in a room. That way you CAN move them when it and distort is up, it's just harder. Give it a 4-5p cost, and that's fine.
I'd then give it a (25-33%) chance to fail blocking physical forced movement if distort is up, still allowing only it OR bonds in a room. That way you CAN move them when it and distort is up, it's just harder. Give it a 4-5p cost, and that's fine.
Asmodea2012-02-14 23:42:29
I'd have to agree against this one, 100% movement hindering for 3 minutes is a bit much even with being able to gust or whatever and for such a small power cost. Perfect Fifth is 3p and only lasts a few seconds of earwort balance and the bard can be moved to stop it.
Unknown2012-02-14 23:49:49
Man,
I said power costs and duration subject to change!
I said power costs and duration subject to change!
Asmodea2012-02-15 00:37:16
Sojiro:
Man,
I said power costs and duration subject to change!
Ok, calm down, was just putting in a comparison, you wanted comments didn't you?
On the basis of stopping movement 100% of the time you have two ends of the scale, Perfect Fifth (3p, stopped by deafness or moving the bard, raise cudgel/treelife also breaks it, targets a single person), Barrier (10p, takes up a psychic slot, can be disrupted, can move the mage) You don't really want to copy either of these skills, as we know the admin prefer new ideas.
I agree with Enyalida mostly, a 4-5p cost, severely hinders just walking out of the room, doesn't hinder tumble. The duration is fine at 3? minutes. I forget what else was stipulated in your version :P
Anyways, back to choke :)
Unknown2012-02-15 18:33:44
Hmm. Another idea for brume
Brumetower
1 power. Requires shadows in room. Ends upon shadows fading. Only one per SD. Raises indestuctable walls on all exits. Adds a 1s delay to all voluntary physical movements (tumble, climb, ect.).
That addresses movement restriction while still leaving a variety of methods for dealing with it.
Brumetower
1 power. Requires shadows in room. Ends upon shadows fading. Only one per SD. Raises indestuctable walls on all exits. Adds a 1s delay to all voluntary physical movements (tumble, climb, ect.).
That addresses movement restriction while still leaving a variety of methods for dealing with it.
Unknown2012-02-15 19:38:51
Delays don't actually kill druids, they'll hamper them, but it's already a 5000% (rough estimation) improvement over the current situation.
Unknown2012-02-16 08:33:00
So hm. The proposed changes, correct me if I'm missing something:
OR
OR
OR
All of these ideas affect everyone (like old Choke, and current Bonds).
- 50% chance to block elevation movement, slows down all physical movement
OR
- 100% block on all physical (non-elevation) movement
- cannot be used with Bonds, fades when Nightuser moves/dies
OR
- 100% stops forced physical movement from a room, (50%) hinders voluntary physical movement from a room (except Tumble)
- throws person off-balance upon failed exit (a la Carcer)
- cannot be used with Bonds, fades when the Nightuser moves/dies
- upon the activation of Distort (nexus/shrine), it becomes 33% hindrance on forced physical and 25% on voluntary physical (again, except Tumble)
OR
- indestructible walls on all exits of a Brumetowered room
- lasts until shadows fade (~5 minutes)
All of these ideas affect everyone (like old Choke, and current Bonds).
Unknown2012-02-16 14:42:43
My concern with these is less the impact on targets as it is supplementing "you beat this skill by moving yourself or the other person out of the room" situations.
How obnoxious would this be with bard group instaing, if you are locked in to the room with a combination of this and pfifth, and you can't move the bard out with forced movement at all?
How obnoxious would this be with bard group instaing, if you are locked in to the room with a combination of this and pfifth, and you can't move the bard out with forced movement at all?
Naia2012-02-17 06:11:49
Can still Rad