Different combat event ideas
I was originally going to put this on one of the announce posts but it didn't seem right as I'm not trying to complain about the current event selection.
For all of the combat aspects that Aetolia tries to emphasize or has, I am surprised that there are not more creative combat events put forward. There are 4 FFA style events with varying gimmicks and only 1 team event, despite how much of a team focus Aetolia usually has.
Ideas that I've been rattling around:
1) Divine Order Champions FFA and/or shadow champs vs spirit champs.
- Draw attention to an otherwise very seldom mechanically used role
2) City v City v City v City with the caveat being that you can only include 3 people and they have to be guilded and using the class of that guild.
- IE Spines would be 1 guilded Syssin using Syssin, 1 guilded Archivist using Archivist, 1 guilded Sciomancer using Sciomancer, etc.
- Bloodloch could use Dominion as its third class since it is part of the city, RIP Indorani
- Yes, I am aware this flies in the face of 'BUT YOU CAN BE ANY CLASS IN ANY GUILD', but it gives a different dynamic to consider and may lead to interesting picks.
3) (City leader+ City War Min) or (City War Min + City Security Min) 2v2v2v2
- w/brawl mist if 5+ people are in a room to discourage teaming down the tether line
4) A bit more involved, but, a team of 6 people per city. There would be 3 rounds - a 3v3v3v3, a 2v2v2v2 and a FFA.
- None of the people could overlap and you would have to pick your team/round assignments before seeing the other teams.
- Each round gives 3/2/1/0 points to 1st/2nd/3rd/4th respectively.
- Strategy and theory crafting of what teams may come, how the other cities may dish out their people, etc.
2
Comments
It allows for a variety of tactics to be used amongst classes without having to worry about it turning into the usual Shadow vs Light teams that you would get in an open FFA.
I do fully anticipate that the City Champs 2v2 is going to wind up being a Shadow vs Light 4v4 which disappoints me, even if it wouldn't necessarily suprise me.
I like the idea of more team mechanics, but I can't help but think that so long as we have this distinguished separation of "my side has to win at all costs".... we'll never really see good small team mechanics rather than side v side mechanics.
like, i get it, we all have our jerky moments, but something something removeth the plank from thine own eye something something... <.<
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Syntax: LEER
Blood cost: 500
Cloud the mind of your target, preventing them from communicating with others telepathically.
They will be unable to do so until they escape from their current location.
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You fix your leering gaze upon Tekias and cloud his mind over.
Equilibrium Used: 3.39 seconds
Without crown or EQ enhance on, so it should be right at or around 3s w/both.
Ask and ye shall receive, I guess. At least with Sentinel it requires sacrificing 2 ent spots ( wisp/nightingale ) to use effectively. I think it's kind of awkward that the only way to cure it is to move out of the location or, presumably, kill the Praenomen who gave it, though that isn't confirmed yet.
but really, stine, in a group, the afflicting ents aren't that useful anyways. sure, you might give me clumsiness or weariness every so often, but why bother when two people can pretty consistently lock every round? presumably your other two slots will be determined by group size and composition, but i'd think bear (for the single block) and badger (for idiocy/plodding - i.e. a bit less healing) would be much more prevalent picks than they have been lately. iesid's use of raloth + icewyrm to support limbs today was clever, tho, regardless of wisp. i guess i think it's a non-issue for reasons pretty similar to why i tell indo novices not to learn domination until they've got necromancy and tarot - you just don't need or really get that much benefit from it in groups.
that said, even without nightingale, taking a round to kill the wisp is still a lost round. even one round is huge when things can escalate as quickly as they sometimes do in groups.
as a note for Whomever Powerful is looking at this, though, i don't think giving shadow an analog to wisp was the right solution. just get rid of wisp. giving both sides the same low-effort op ability just feels like a mess. mutually-assured destruction doesn't work as a deterrent in a game like this afaict.
/$2.02
There is still a clear fucking winner.
Edit #3: and apparently you have to be in the dominion to even use leer.
Not to mention, this thread has gotten completely off-track from it's original, intended purpose. It's supposed to be about ideas for different events. Not bemoaning various combat skills.
Someone has initiated/answered a challenge for a doubles match blah blah SECT ACCEPT DOUBLES to join the queue.
Then when there are enough people in the queue to form teams of the appropriate size (4/6/8), the system would assign teams either randomly or by rating seed (but definitely NOT in join order) and begin the match.
From there, a lot of the games being discussed could be subsequently added as tertiary syntax match types e.g. SECT CHALLENGE TRIPLES <RANDOM/SEEDED/TETHERED/RANDOMCLASS/BALLOONFIGHT>
The Dominion only thing must've been after I tested. Also, if that is true, that's a super weird limiting factor, especially after the recent change to be able to quit the Dominion a week ago. I would be doing this all the time. I love this as a concept.
I do like the idea of adding team modes to sect. 1v1 is fun but smaller groups is where I prefer to mess around and I feel as though there aren't a lot of opportunities for that currently, except for certain early afternoon hours. As an addendum, it's not that huge groups fights aren't fun, but they can get old pretty quick depending on the week.
I'm not sure we're much into teams in the sect, since the balance of 2v2 is so insane that even Keroc would go mad attempting it. Maybe? It could be good for identifying cases were two classes mesh too well together.
I would love this.