Bear with me, I'm frustrated and angry. There are some decent changes in this list, there are some awful ones. Let's break it down.
- [2246] Howls no longer strike all victims, instead they now follow some rules:
* Serenade and Disturbing will always hit everyone except yourself.
* Soothing, Comforting, Rejuvinating, and Invigorating will only hit allies.
* All other howls will only strike enemies where applicable.
* Snarling will cause howls to ignore the above rules and strike everyone.
* You can only be hit by three howls in total per tick from any player.
All of these are fine, sans the Snarling change. This change means we're still hitting anyone to come through in 1v1 combat. Why is this the case? It goes against the rest of the changes and the point of Akara's report. It doesn't make any sense and no one asked for this.
- [2246] Convergence and Interchange have been removed per the above.
Convergence being nuked is strange, but fine, but why Interchange? Yes, below we see that howl recovery time has been reduced to 8 seconds with TriplePitch, but Interchange made it possible for us to change howls easily on the fly. You've now removed that ability and made it a mess and cumbersome again. Why? Again, it doesn't make any sense and isn't what Akara's report asked for.
- [2246] Wailing is now marked as a magical damage source and should
work again.
- [2246] Fixed affliction ownership not being set on certain howls.
- [2246] Fixed a bug that would cause hidden howls to be revealed through
Snarling if you already had the affliction.
- [2246] Fixed Screeching being reduced by mana reduction abilities and items.
- [2246] Snarling now hides what howl is being used when you start and end
one.
- [2246] You can now use CEASE HOWLS because damn I try to type that way too much.
This actually broke CEASE HOWLING/HOWLS functionality altogether. I'll have to bug this later.
- [2246] Howling combat and normal messages have been updated to fit with
the current convention.
- [2246] Bellowing renamed to Baying.
Another strange, pointless change.
- [2246] Baying equilibrium recovery time reduced to 2 seconds, down from 3.
- [2246] You can now use Baying with all howls except Serenade, Disruptive,
Enfeebling, and Disturbing.
- [2246] You can no longer use Baying while fallen.
- [2246] Baying howl balance reduced to 20 seconds, down from 30.
- [2246] Packhowls should now work once again.
- [2246] Packhowl howl recovery time reduced to 15 seconds, down from 30.
- [2246] Packhowl howl recovery time is reduced by 2 seconds further for
each member participating in your howl.
* There is a minimum recovery time of 3 seconds, regardless of how many
Shapeshifters you gather.
- [2246] Added all howls to Packhowl except Serenade, Disruptive, and
Enfeebling.
- [2246] Normal howls recovery time reduced to 30 seconds base, 15 seconds with Dualpitch, and 8 seconds with Triplepitch.
Interesting change, but not at all what Akara had in her report. It still takes 24 seconds to put up 3 howls, which is a massive improvement over the full 60 seconds it used to take, but why? What's the reason for not implementing it as she suggested?
@Keroc: Can you give some reasoning? I'm beyond frustrated with the classlead process. You sometimes fail to elaborate on approvals or approve something and implement it another way, completely ignoring the initial report. Most of these Vocalizing changes are fine, but the ones I touch on in particular actually almost make Vocalizing worse, especially when you nuke features like Interchange. It makes zero sense.
Furthermore, is there a reason why you're still failing to address mutation_sickness? It's been reported over two rounds now and been explained extensively in the comments of reports why mutation_sickness is a detriment to the health of Shapeshifters. And still we have nothing to show for it and not even a word that you're looking into it or brainstorming something, which we, the players who actually use the class, could help you with.
Comments
The class has gone pretty neglected for a while, so I'm going to try and update slowly as I think a lot of knowledge about what it can do has been forgotten (including myself). This means I'll probably try some different things, see how they go live, then tweak accordingly. Vocalizing specifically has some really powerful passive effects that in 1v1 probably aren't too bad (although some would say otherwise), but in team fights could be potentially crippling as an AoE. Hidden sensitivity for example really sticks out to me, as well as a few others. So to try and address that I started by making Snarling 'unusable' in team fight scenarios to try and make things a little more fair. The same is true for Convergence and Interchange, although they could make a return. I figure it's just easier to rule them out for now.
True that this doesn't really address 'ease of use' that the report asked for, but I would rather make sure that this is a direction that we can actually take with the class first. Then we can get to that good stuff.
Mutation sickness is the equivalent of class aggression cooldown, so I can't really get rid of it. Originally I was going to just swap it over to the CLASS verb like other classes but @Hadrak asked me not to for lore/roleplay reasons.
Shapeshifter is far and away my favourite class, and the neglect that it's been experiencing (which I don't think is really anyone's fault) has been bumming me out severely last month or two. To the point I had literally no idea where to even start during this last Classlead round.
Cute-Kelli by @Sessizlik.
@Hadrak: That's some of the best news I've heard.
An I apologize if this is better placed in videos, but man....after reading everyone's comments it just felt appropriate.
I'd love to go werebear, but my darkside crew is all werecrocs, so going werebear is decidedly suboptimal for me. What's the point in letting me be any subtype if mechanics still make it optimal for me to pick the same thing as everybody else?
It feels like a weird frustrating legacy mechanic.
Pros:
- No more mutation sickness.
- Can keep certain defences when you REVERT.
Cons:
- Loss of bonus skill points.
- Class aggression cooldown is longer then mutation sickness.
Personally, though, given the choice between the two, I'd pick the current state of things. Mutation is a cool mechanic that doesn't exist elsewhere in IRE.
Also, I've referred so many Ascendril and Luminaries to use Shapeshifter because the bashing revamp that has caused those classes to stay bloody awful at bashing for over 3 real-life years worth of reports is still nowhere in the horizon.
But! Why do we need to pick between the two? With a few tweaks, Lycan could have the best of both worlds, without breaking anything. So here's my suggestion:
- Leave mutate / revert mechanic as is, not tied to classes.
- If you aren't under the aggression cooldown for class change (ie, haven't performed any aggressive actions within 10 minutes), mutation sickness will last 15 seconds instead of 2 minutes.
- Together with the above, add a Trans skill to Shapeshifting that automatically sets you up with all your basic Lycan defenses when you mutate. This is a lot less radical than it sounds. Remove the effect of Mutation sickness on secondary skill balances (basically, howl balance), allowing you to put up howls twice as fast after mutating.
It triggers polymath, and it's nice to be able to switch statpacks, enhancements and augmetic enhancements on the fly for what accounts to a 30 second timer. I would still very much like lycan to be viable in spontaneous pvp like when they were a real class, the very thing sickness prevents currently.
Edit: as a side note, some of us lycan enthusiasts have asked for Lycan to remain the way it currently is, AND ALSO be a class you can switch to to avoid shitty mutation sickness, giving "full time" lycans the benefits that the class had when they were guilds, I.E. keeping defs between mutate/revert, marks staying active while reverted, balanceless mutate and reversion, some defences getting paused while reverted, and coming back when mutated, etc.
Thread success.