Announce post #3124: Celerity
7/26/2020 at 3:57
Keroc, the Starborn
Everyone
Celerity
Celerity has been reverted back to what it was before. Zoom.
I've decided to keep Shock around for now, although no one has access to it at the moment.
I'll keep an eye on what people say about the other changes for now. Celerity seemed to be the most unpopular, and with it reverted it should allow the other changes to get a little more focus.
Don't forget that:
Hypersight gives you 100% illusion detection.
Shadow lets you move and gain the Hiding defence for Backstab.
They're just food for thought, I'm not against rethinking things.
Small bug fix:
Elixir balance in GMCP should now point to 'elixir' instead of 'affelixir'.
Penned by my hand on Closday, the 8th of Khepary, in the year 489 MA.
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Edit: I'm gonna be honest. These are probably some of the worst changes I've seen brought to live in the many years I've played Aetolia, mostly because they should've been tested and experimented with elsewhere prior to going live. I have no interest in spending a ton of time making modifications to my system in order to adapt it to this change only for that to be potentially reverted when we come to the blatant realization that it isn't a good idea.
Either way: it's yet another willpower drain/burden on folks, and some classes already are more disproportionately impacted by this than others. It also doesn't change that Lifevision is solidly not worth 750 credits, nor 9 pieces of salvage for the goggles.
I'm glad that you're willing to try new things and open to reverting, but I don't really have any desire to play with these changes. Sorry. I think there are better ways to fix Pit, and these changes have had far-reaching consequences that were covered in the last thread.
I can't shadow someone who is currently in the room with me and I can't shadow a target even if an ally is in the room with me. Furthermore, shadow knocks you off balance and if the target moves while you're off balance you won't follow. Also.. how long has shadow provided the hide defense? That's news to me. (I think that might not be accurate tbh)
This hide change has not only nerfed hide but backstab, shadowslip, the cold blood relic, and probably other things. Again though, it was worded as though this change was meant to give hide more use and this doesn't achieve that by any means. It effectively has done the opposite.
Also, where is the explanation of WHY any of this happened? It's been said now countless times that none of the changes seem to be tested, and were were lofted out. 'Experiment' should not directly take away (significantly) from the fun of the game.
We're here to have fun and a good time, not continuously WORK after we have done our real jobs. Tedious and tasking /= fun.
These unreverted changes still make absolutely zero sense.
Just like keeping Flairs willpower drain makes zero sense. It's a cosmetic, and saying that 'we don't want people using them 24/7' is a crap reason to keep a COSMETIC drain when it does NOTHING to affect combat.
I'm mixed on the hide changes. I...don't hate the vision-related changes (glad I didn't fork over for the lifevision mask though, or spend time upgrading goggles. If I had I'd probably be deep in the salt mines), but stripping hide on movement just...it really blows, man. Even manages to negatively impact me, because when I'm classed as Syssin and do vermin hunting, I like to use backstab + shadowslip. It's dumb and I love it.
You should at least offer a mass refund on a big change like this.