@Iesid I can think of an even better counter for group combat. Bear/Nightingale/Wisp. Now they can't get the wisp to follow them outside the room to kill it.Are you implying that every fight in Aetolia is in a one exit room? If so, doesn't that mean you could just as easily keep me trapped in one of those rooms against Leer?
It seems like every argument I see for countering Wisp can in itself be countered. And if we DO manage to kill the wisp, you can just summon another one.
I'm in favor of deleting Leer and Wisp entirely.
From my perspective, the initial dislike for Wisp had more to do with the fact that there simply was no counterplay,There is absolutely counterplay to Wisp if Nightingale isn't present, and stating things the way you have in the above is disingenuous at best. It's not conducive to an effective discussion on this topic, so please accept that both skills have their benefits and weaknesses. Some people here need to admit that there is counterplay to this skill if Nightingale doesn't exist. You can test for the presence of nightingale via something as easy as POKE NIGHTINGALE or PROBE NIGHTINGALE.1;PROBE NIGHTINGALE.2;PROBE NIGHTINGALE.3 - these have no opportunity cost. It's free information. Make use of it.
So what's the consensus here?I like Wisp, but I would not be sad to see it go if Leer is also going. That doesn't, however, address the concern that Monk Isolate is a powerful team skill that both tethers should have equal access to - but do not, because the Monk class is in a Spirit guild. I suppose the Syssin balance this out in... some way, as @Fezzix pointed out. If we're going to be real, I think that if we can't solve that problem, we should just put Wisp and Leer under the magnifying glass until they're fair.
It assuredly does this. I like it for that reason. I would like more game-changing skills like this spread out among classes; it would make class composition and knowing your enemy's composition a far more important. Warping target orders for both sides, etc.
The wisp idea originally spawned from the thread requesting we have more utility skills in team combat so that better players could utilise them to overcome big numbers but weak preparation. Isolate mechanics almost perfectly fit the role here, and encourages everyone to watch who their team is hitting hit and follow along (or call target order beforehand), rather then rely on a target call. Mostly a small skill to learn, which is why I never really thought of it as being a massive game changer.
This makes a lot of sense and clears up my confusion. I also think the balance was built in via the opportunity cost of "you can only take 4 of your animal buddies" - moreso even when you consider nightingale/wisp taking up half your choices and it doesn't mean the enemy team can't just whack you directly to get rid of it. I think that, through this lens, you made the right choice... especially because some of the other things Sentinel can do in teams would require I use up the other half of my animal choices (icewyrm/raloth) and miss out on elk or give up nightingale for elk... and then suddenly I also don't get bear, so there goes that powerful block that people keep bringing up!
Sentinel got picked as I felt trading out a Woodlore entity for wisp (or two if you want nightingale too) was a fairly big trade off, as you'd lose out on extra damage, and Dhuriv doesn't exactly do a whole lot of damage on its own. Maybe it could've gone on a better class, but it seemed like the easiest fit at the time and I like to pick lesser used classes to draw attention to them AND limit how much you end up having to deal with it so people can get used to it slowly. Bad choices perhaps?
I've always wanted to be in a gang!You're still not in one, as wasps ain't even a gang.