Naia2012-02-23 10:39:24
It's quite difficult to fight on an enemy plane, a lot of the time it involves jumping in and out. Adding a delay (which prevents this tactic) is a good solution which greatly benefits the defenders.
Riluna2012-02-23 21:12:06
If such a temporary lockout would be implemented, would it be fair to alleviate shrine affects somewhat? Afaik, they were made to be as intense as they are currently to address precisely the same issue as this proposed lockout. Ergo, it has the potential to compound the apparent disinterest in raiding, rather than ease the discomfort of overwelcome guests. Of course, please correct me if I'm wrong.
I've been dabbling in combat a little, lately, and from the little I've experienced, shrine powers can be rather overwhelming, especially when I'm already unfamiliar with what's going on, and generally confused. Granted, this is the sort of thing that I could adjust to, in time. But I'm thinking it could be somewhat more encouraging to try to get accustomed to more Ethereal visits with my Gloomy friends if it was returned to a slightly less complicated version like I've heard we've had before. Combat is already complicated enough.
I've been dabbling in combat a little, lately, and from the little I've experienced, shrine powers can be rather overwhelming, especially when I'm already unfamiliar with what's going on, and generally confused. Granted, this is the sort of thing that I could adjust to, in time. But I'm thinking it could be somewhat more encouraging to try to get accustomed to more Ethereal visits with my Gloomy friends if it was returned to a slightly less complicated version like I've heard we've had before. Combat is already complicated enough.
Unknown2012-02-23 21:14:19
Many (most?) combatants agree that Shrines have far too much a role in combat, and the special report is (hopefully) going to see them nerfed.
Enyalida2012-02-23 21:41:42
And hopefully nerfed to the point that no one bothers with them much. Personally, I'd like to see them (war shrines) mostly gone, at least if they remain in their current style. I don't think shrines should have much of a place outside of order vs. order combat.
Unknown2012-02-23 22:07:00
I'd be fine with making it so shrine effects only take effect within their influence along with the other stuff I listed on the special report, but that might be taking it too much in the other direction.
But yeah, if war shrines could only have 1 power up at a time, one hit and sanc was done away, and there was a cooldown initiated the moment you defiled away a shrine effect, then it would help the situation out a lot.
But yeah, if war shrines could only have 1 power up at a time, one hit and sanc was done away, and there was a cooldown initiated the moment you defiled away a shrine effect, then it would help the situation out a lot.
Enyalida2012-02-23 22:09:29
I'm surprised that orderwars wasn't something voted on for the report, but it's probably because no one pays any attention to them at all. It's not something that comes up often enough (ever?) to bother people! Perhaps after shrine changes go through, we could get a more working orderwar system and invest more of the divine/congregation relationship into that, because (imo) it's not workin out as is.
Malarious2012-02-24 00:15:33
I have not read through this thread, nor do I really plan to. If someone wants to PM me the current status on things I might jump in but am sortaon a vacation so not planning to read full topics.
Just some quick thoughts... if you want to do ANYTHING with conflict you have to try to balance things out. I feel passionate enough to write something here though.
Mobs:
Continuum & Vortex- Some of the strongest mobs with tracking, blackout, etc. These do not cost the org power. They have no motivation to defend this in the least.
Solution: Give power cost or weaken. Should not be the "best of both worlds".
Nil and Celestia- Rather weak mobs. Also costs power.
Solution: Make stronger.
Ethereal- Ladies and Daughters are very strong based on moon phase. They take no power on death but take questing to get. Make these the baseline for the other mobs to balance against. Ethereal takes effort to get.
Solution: Base other planes on this one.
Geography:
Continuum- I think this area is a nightmare personally. Smobs in many of the rooms (including above nexus) makes this more difficult.
Solution: Have no good answer here, moving smobs makes unbreakable points too easily (like one over nexus).
Vortex- The endless falls makes it a bear to find a break point.
Solution: Create a special exit to a room other than the valve (special exits puts defenders at a disadvantage).
Nil- Good Geography really. No changes
Celestia- As good a geography as we get really. The moved pool sucked to defend.
Ethereal Glomdoring- Easily meldable to avatars, aspects above nexus makes them harder to get to and makes it easy for us to find. The tracking code for daughters causes them to clot alot.
Solution: Maybe move the feather (specially with orgbixes anyway). Change mob spread, maybe add rooms. Yes this one is drastic.
Ethereal Serenwilde- Smob placement literaly cuts off half of the whole plane. Otherwise its powerful.
Solution: move them a little.
POWERS
Create a base version which is weaker than now and current which ALWAYS costs power even with construct. With free powers spammed ripple, flux, and liveforest is nuts. Weaken the base version and add a 400 power with construct up, 800 with down.
Distort can remain as is though.
Just some quick thoughts... if you want to do ANYTHING with conflict you have to try to balance things out. I feel passionate enough to write something here though.
Mobs:
Continuum & Vortex- Some of the strongest mobs with tracking, blackout, etc. These do not cost the org power. They have no motivation to defend this in the least.
Solution: Give power cost or weaken. Should not be the "best of both worlds".
Nil and Celestia- Rather weak mobs. Also costs power.
Solution: Make stronger.
Ethereal- Ladies and Daughters are very strong based on moon phase. They take no power on death but take questing to get. Make these the baseline for the other mobs to balance against. Ethereal takes effort to get.
Solution: Base other planes on this one.
Geography:
Continuum- I think this area is a nightmare personally. Smobs in many of the rooms (including above nexus) makes this more difficult.
Solution: Have no good answer here, moving smobs makes unbreakable points too easily (like one over nexus).
Vortex- The endless falls makes it a bear to find a break point.
Solution: Create a special exit to a room other than the valve (special exits puts defenders at a disadvantage).
Nil- Good Geography really. No changes
Celestia- As good a geography as we get really. The moved pool sucked to defend.
Ethereal Glomdoring- Easily meldable to avatars, aspects above nexus makes them harder to get to and makes it easy for us to find. The tracking code for daughters causes them to clot alot.
Solution: Maybe move the feather (specially with orgbixes anyway). Change mob spread, maybe add rooms. Yes this one is drastic.
Ethereal Serenwilde- Smob placement literaly cuts off half of the whole plane. Otherwise its powerful.
Solution: move them a little.
POWERS
Create a base version which is weaker than now and current which ALWAYS costs power even with construct. With free powers spammed ripple, flux, and liveforest is nuts. Weaken the base version and add a 400 power with construct up, 800 with down.
Distort can remain as is though.