Announce post #2922: Choke Gauntlet
<pre>1/28/2019 at 16:56
Tiur, the Gnosis
Everyone
Choke Gauntlet
The artifact gauntlet with power "choke" is a problem. We've debated back and forth about things we could do to fix it, and decided that anything we do would amount to nerfing a 1500cr artifact away from its value. That would just cause buyer's remorse, so my current intent is to delete them all and do a full bound credit refund.
Some of you might have bought them recently from the artifact cart, if so, contact me and we'll work something out as bound credits would be a bit lame. Other recent purchases can contact me if they have other concerns as well.
I've put a timer of a week before I do this. The forum thread attached to this post can serve as a place for alternate idea discussion.
Penned by my hand on Falsday, the 16th of Midsummer, in the year 478 MA.</pre>
3
Comments
Artifact #408
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Item: a menacing black gauntlet
Power: choke
This artifact power cannot be added to other items.
Description:
Allows you to KAI CHOKE to use the AB KAIDO CHOKE ability outside of the Monk class, and
without any Kai requirement.
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and to reduce the amount of digging to find the ability scroll
Choke (Kaido) Known: No (1081 lessons required)
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Syntax: KAI CHOKE
Cost: 10 kai energy
By manipulating the Kai energy that flows around us all, you are able to choke the life out of
anyone in your local area.
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I do think that group PK needs a lot of tuning up, as stuff has been traditionally nerfed down (esp. range)- group combat is a dps slogfest nowadays, with there not being much difference between a "good" group pker and a "bad"- for most classes, once you get past 4 or so per side, bashing attacks are king. Ranged lets you even the odds, if you're outnumbered, and empowering some classes to hit at range vs an entrenched enemy other than simple LoS/adjacent attacks is needed- look what a few of us could do with this glove. I just think it needs to be baked into skillsets, not sold.
I'm all for additional options that promote/encourage sensible tactical play and require an element of finesse. Not skills that can be abused to wipe out half a group from the other side of an area with no planning/skill/preparation.
(don't hit me, I had to)
If someone -really- wanted certain skills, I think they should simply have and play in that class and with the ability to multiclass now, this should be more enforced this way.
Still, something to note if this is going to be the route that artifacts keep going down, there is a disparity between certain classes skills and their availability in artifacts and rare relics as they are not balanced across the board of all the classes. Meaning, if you would take the best skills of one class and make them available for moneybags then have it across all classes or none.
For example, one of the more exciting things about mage bashing is the reflections for the newbs but we now have a reflection wand and this takes away from actually wanting to take a mage bashing and going through the effort to coordinate with them to reflect at the right time while the other hits and so on. Same would go for other classes where the best skills of their classes are turned into artifacts. I can think of Monks, Syssins, and Mages affected most by this, off the top of my head.
Also an idea on choke if a better ability can't be thought of, with foci being the major source of group fights. Make interference fort block choke along with telepathy. Would give a counter to everyone at the foci fights without a huge investment in survival, and more tactics. Range group would have to get adjacent to bring down fort, which would let the defenders start using adjacent and LoS abilities, etc. More dynamics.
I have to agree with @Toz and @Benedicto - having options to participate that isn't locked behind a 1500 credit paywall and further having to tactically choose which area wide or area disturbing abilities you bring to a fight can and will be a good thing.
Edit: Removed a comment that probably would have delved into unhealthy territory for the discussion as it was not my intent to do so.
The recharge rate of the wand is wayyyyyyyyyyyyyyyyyyyyy slower than actual mage reflection, and the same effect can be more or less obtained from a Luminary or a Teradrim or a Shaman with targetted shields, and they bring other utility to PvE content that mages do not.
TL;DR The wand does not detract from mages.
Aside from this example, I was making two different points with my post.