Winter 2014 Liaison Round Discussion
As detailed in Announce post 2199, we're starting up the discussion and formulation of Liaison posts yet again. I won't be enabling submission for about a week and you'll have until the end of the calendar year to get everything taken care of, so use this time to collaborate and make things great!
PS if you get sassy and derail this thread I'm gonna drop you like it's hot. Please don't turn this into a unicornsfest.
You say to Slyphe, "You're so freaking smart."
[---]
"^," Slyphe agrees with you.
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Comments
Cavalry - 150
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Showed these to Ezalor already, and I believe he'll be assisting with the Forging ones. Otherwise other Liaisons, help a brother out!
Lets see if I can figure Spoiler out..
[spoiler]
Rips + Devour
LIAISON NEW FERALITY RIPS + DEVOUR
LIAISON # PROBLEM
Problem:
Beyond team combat (Quarter)/(Packhowls), Lycans have effectively 2 means of kill routes. 1) Sheer damage - This is near impossible against a competent curer unless the Lycan is VERY heavily outfitted in artifacts and the opponent is not. 2) Devour, the Lycan instant-kill requiring all 3 Rips to be on the target. Comparatively to other momentum strategies, Lycan Rips are among the more difficult to achieve beyond GroinRip via Thighlock. Armpitlock (Spleenrip) and NeckLock(Throatrip) both require the opponent to be prone on top of the targetted limbs to be damaged to L3. Groinrip is easier to pull off, as it is a focus on legs to be destroyed, so proning is part of its very route. Spleenrip and Throatrip compound the problem further, so that once the required L3 is achieved, the target also has to become prone long enough for the Lycan to regain balance and achieve a jawlock, leaving afflictions such as paralysis as a hinderer, but not enough of a hinder to perfect it. Beyond a lucky howl-tick, or a fighter that lacks parry in any fashion, this becomes increasingly difficult, and can extend a fight into a long standing series of breaks and heals over and over until the opponent either breaks ground or runs out of salves.
LIAISON # SOLUTION 1
Solution #1
Due to their physical location on the target’s body, Armpitlock (Arms/torso) and NeckLock (Head) it is not out of the question that the Lycan could leap forward to encase his/her jaws around the target location and begin the rip process. In order to balance the ease of such, remove the required prone flag, but SIGNIFICANTLY lessen the damage done by the rip itself (Hugely compared to the damage performed by GroinRip). Acting more as a point to build towards the Devour kill. In doing so, remove the ability to utilize either ArmpitLock or NeckLock for use in QUARTER, leaving it to be only fired upon when THIGHLOCK is achieved. This will keep it balanced in a 1v1 setting and in team fights, while keeping Quarter from becoming even easier than its present state.
LIAISON # SOLUTION 2
Solution #2
Alternative incorporating Solution #1, for Armpit lock, instead of prone flag, require another of the valid limbs (left arm/torso/right arm) to be at a L1 break in addition to the required L3 of one of the others. For NeckLock as it is only focused on head, further reduce the damage caused by the rip, perhaps only eliciting a large bleed.
LIAISON # SOLUTION 3
Solution #3
Incorporate a new claw attack, similar to NUMBING empowerment in Bladefire, however have it cause the target to fall to the ground after a short delay. (2-3 seconds depending on current speeds). Ability: TENDON <tar> <left/right>. This would do minimal damage, and no specific limb damage towards WOUNDS but to act as a timed prone.
SpleenRip
LIAISON # PROBLEM
Problem:
‘While they are suffering from this, their resistance to poisons via the Antidotes skillset is effectively halved’ - This seems to be a rather odd addition to the affliction given by SpleenRip, haemophilia is very helpful for Lycan offense, but the reduction of resistance to poisons is rather odd, unless there was intention for lycan claws to be able to be infected and do poison damage instead of cutting/blunt.
LIAISON # SOLUTION 1
Solution #1
INFECT CLAWS - The Lycanthrope hacks up the rotting meat from a previous kill onto his claws, rubbing it into dirt and filth surrounding. This causes claw attacks that deal cutting damage (Elongated claws) to deal 15% of the damage as Poison damage. Chance of afflicting vomiting is very low, but possible.
LIAISON # SOLUTION 2
Solution #2
Remove the Halving of poison resistance and if Report #(Ripsreport) is approved, nothing else will be necessary beyond removal.
LIAISON # SOLUTION 3
Solution #3
If Report#(RipsReport) is denied, Cause instead a chance for parry to fail, as the ripped wound (located around torso/arms) causes such severe pain, that quick movements to deflect strikes is weakened.
ThroatRip
LIAISON # PROBLEM
Problem:
‘While they are suffering from this, any increased health due to their Fitness will be effectively halved’ - Not certain whether this is reflecting to reduce the resistance to asphyxiation (Fitness) or Endurance recovery, as Fitness itself does not grant additional health. Otherwise, is an odd addition to the rip causing the target to become effectively mute.
LIAISON # SOLUTION 1
Solution #1
While their throat is recovering from the Rip, the target will have a small constant of bleeding gushing from their open wound.
LIAISON # SOLUTION 2
Solution #2
Remove the ‘fitness halve of health’ and if Report #(Ripsreport) is approved, nothing else will be necessary beyond removal.
LIAISON # SOLUTION 3
Solution #3
If Report#(RipsReport) is denied, cause instead for the target to become afflicted with dizziness once every 15 seconds, the blood loss from the large wound causing the target to become woozy and fall over.
Ferality - Combo
LIAISON # PROBLEM
Problem:
Ferality Combo allows you to do a full attack in one command, i.e. two claws, instead of running two commands, similar to the Tekura equivalent. Problem is that it ISN’T enough like Tekura combo. Example: Tekura combo allows: COMBO target snk left hfp right hfp left - I.e. each attack can be targetted to whichever limb you want. Ferality version: COMBO target rend rend (left/right) this forces to dedicate the combo to -one- side. Rather than being able to spread it out, such as COMBO SAYBRE HAMSTRING LEFT HAMSTRING RIGHT.
LIAISON # SOLUTION 1
Solution #1:
Fix it to be: COMBO <target> <claw> <left/right> <claw> <left/right> If the claw attack is already a specific target (i.e. torso/head) then the left/right is ignored.
Forging - Apprentice
Problem
Currently, when apprenticed in Blades/Bludgeon/Thrown, there is no way to know -WHICH- you are currently trained in should you forget. Even if you go th Thrummal and pay to retrain in the one you think you are in (and very well may be) he’ll take your gold regardless and re-train you.
Solution #1
Add an ability to see what you are trained in, FORGING SHOW or the like to do so. Or an addendum to the help file to ask Thrummal FORGING REFRESHER to which he gives a quick spiel about your chosen training.
Forging - Armaments
Problem:
More crafting but non-mechanic disrupting options would help increase the creative/profiteering aspects of Forging.
Solution 1
Helms were recently added, which has been incredibly fun and exciting for many, to add onto this, add 2 more creations, that would be able to be incorporated stylistically into armor sets, without taking away the base description of most. Namely - Greaves (Armored Boots) and Gauntlets (Armored Gloves)
Solution 2
In addition to Solution #1, add in WEAR/REMOVE messages to ALL armor, mechanical (Cutting/Blunt protection) as well as the crafting kind (Helms/Plates/Greaves). The necessity to see standardized wear/removal of armor in combat is no longer an issue due to customization of armor types as it is. Namely the only abilities to do so are with FORCE, and the wearer themselves can easily contradict this by triggering off the force command to re-wear their gear.[/spoiler]With the addition of the limb damage notifications, however, EVERYONE now has a PERFECT pre-restorer, and it's a lot harder to do limb damage.
What you should really do i put rend/hamstring balance back to like 2.4/2.3 maybe as at moment at 2.5 you cant get no where..... the 2.5 is with enhance balance!
Originally a much stronger set, but was meant to replace retardation entirely. At this time, that option was looked at unfavourably by enough, if only due to the extent of changes that would be needed.
Without further ado, my first draft.
Please, any and all feedback is welcome, would love to polish this to a more usable/refined report with feedback suggestions
Report #1453
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Submitted by: Belgarion Status : Unsubmitted
Skillset : Elemancy Skillname : Elementalinfusion
Creation Date: 2013/12/08 23:18:07
Submitted Date:
[ ]Archive
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Problem:
The current Ascendril combat scheme is land wide known to be centered on being in retardation for any sort of top tier combat, the class being centered around how powerful they are in such an atmosphere. Playing in retardation is almost like another set of rules, and to some people, the young, the beginners, the ability to harness the advantages of such a power is out of the grasp, thusly creating a large disparity in the ability to learn combat as a mage. To remedy this, I have couple of reports that are meant to work together to create a method of combat for mages that does not rely on retardation, while removing the increase of power while in retardation, and giving a short gap between being able to use one of these improved powers, and embed retardation. This is not meant to be a new better way to get a mage to ramp up, and end up in retardation, though to Some extent, it can be, but I'm hoping that a 10 second buffer after last use of one of these new options and embedding to reduce that effect of any upgrades. This would start with the current skill, ElementalInfusion, which would be a defense that an Ascendril could put up. It would create a link between them and their two elementals, stabilizing their existance on the plane, and giving you a second power to replenish the health of one or the other. It would also give their individual elementals a second state, where when they hit a person, it would enable a window of a few seconds, in which the Ascendril would be able to use a skill tentatively named Cantrips to be created from a second report, while off eq. These would add secondary small current spells, or possibly other new effects.
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Solution #1:
Each entity is "freeloaded" with the next proper cantrip you want to use, and when the entity hits, if you hit within the "window" with a direct Ascendril spell, the cantrip that is loaded goes off.
Solution #2:
when one of the entities hits a target that would put a debuff on the target, for the appropriate amount of time, and when a mage spell hit a target who had that debuff on them, it would give a message/buff that would allow the mage to use one of their appropriate cantrips.
Solution #3:
these windows would give the mage a defense, that could be used at a future time, specifically against that person. Couldn't stack, can't refresh again within 2 seconds, so if you can only save it for a limited time, and can't put two of them That close together.
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Report #1454
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Submitted by: Belgarion Status : Unsubmitted
Skillset : Elemancy Skillname : Cantrip
Creation Date: 2013/12/08 23:25:16
Submitted Date:
[ ]Archive
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Problem:
Related to report 1453, ElementalInfusion. Cantrips would be two sets, minor and major cantrips, that could be cast during the window gained from ElementalInfusion. You'd have a window openned by the efreeti, which hits every 5 seconds, and the sprite which hits on a 12 second timer. You could only use minor cantrips off of the efreeti window, and only major for the sprite window.
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Solution #1:
Minor Cantrips add .5 eq, Major Cantrips add 1 seconds. Minor cantrips would be degrade, gorge, and a new spell called quickening or some such, that would speed up your next spell by .5 seconds. Neither of these are super powerful effects from Ascendril, and the degrade can't be used before the attack, so it can't be used to strip shield and attack. Major cantrip effects would include first an effect that would allow the mage to see what afflictions a target is getting from plague vibe and aquasphere, then an effect that says if target has dizziness/shyness/stupidity, they gain impatience, another for if they have dementia/hallucinations/confusion, that gives hypersomnia, or you can just use the frostspike spell as a major cantrip.
Solution #2:
have minor cantrips be for spells 3 seconds or faster, and it gives you the second spell for 1/3 cast time, and major cantrips would be spells between 3 and 5 seconds, but it wouldn't actually cast the second spell right then, even though it would add the time immediately, it would cast the second spell 5 seconds in the future. Some spell restrictions would certainly apply.
Solution #3:
5 minor cantrips, all debuffs that stack up to a certain maximu, last 12 seconds but refresh upon a new stack. 5% stacking audit debuff to the 4 different staffcast damage types, and another one that is 3% increase to your herb balance and one for salve balance. You could technically get 2 stacks going at once, if you were able to use every other efreeti window to its fullest, but most likely it'd be smarter to just ensure 1 stack sticks, cause if you mess up on two stacks, you'll lose half or all your progress. Major Cantrips would be making aquasphere show what it gives, make aquasphere smart afflict, make aquasphere do double damage, and if waterbreathing enchant is still available at all, nullifying it, each effect lasting 26 seconds. This would allow you to basically get 2 of them running at the same time, after 2 rounds of sprite, Technically 3 for 2 seconds, but this allows 2 seconds to keep them both up. This gives the mage a choice of ramping for a damage kill thru using the right audit debuffs and double damage aquasphere, or more aff pressure with slower herb balance debuff, and the the aff based aquasphere cantrips.
Packhowls
Syntax: PACKHOWL <howl>
In combination with other howlers in your pack, you can howl across an
area, bringing afflictions onto your enemies, depending on your
affiliation.
There are a few howls that you cannot howl across an area.
There is no indication as to WHICH howls fall under potential Packhowls - An asterisk next to howls applicable to packhowls would be AWESOME. Also, is it specifically only going to work with pack members, or just lycan allies? In testing it seems unclear. An update to the helpfile and/or the asterisks to denote packhowls would be super helpful.
If this just needs a 'Pester @oleis and offer hugs and cookies' I can certainly do so, but several of my pack members would -love- this small change.
On the actual effects, what would the intended purpose of these be? More focused afflicting is all nice, but mages aren't really an affliction class, so I'm not really sure why they would want to be using the effects as proposed.
All in all, it's definitely an approach worth pursuing, I just think that it needs more refining.
In some testing with Belgarion, he's been able to afflict pretty fast using aquasphere and his various attacks in conjunction with frostspike, mainly because vibes -far- outpace healing now. I blinked and had something like 8 afflictions on me when we were playing around with it. I think his goal with cantrips is to hit certain pre-reqs to drop their audit, similar to the way Shaman can kill audits with stormtouched, which would greatly increase the mages damage output, and thus, their ability to finish. The idea sort of evolved out of 'everyone hates retardation, how to change mages so retardation can be removed'. I swear, I think Xiuhcoatl is the only person that likes it.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
That said, I'm also trying to come up with a way to retool watersprite and aquasphere so that they're not so...infuriating. Seriously, I can't stand them as they currently are
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Anyway, while @ezalor is right about pre-restoring being something lycans can capitalise on, @xiuhcoatl is also right that as systems get better it gets harder and harder for the lycan to do that.
Basically, if the target waits for 'safe' moments to apply restoration, then the lycan doesn't get the time to use mangle (mangle being the abilities that take a mending break to a resto break).
As systems get better, particularly the peripheral parts of systems (parry/prerestore specifically), mechanics which were balanced years ago begin to fall over.
I know I haven't been fighting as a lycan, so I'm not qualified to say they're broken at the moment, but plenty of people are claiming they are and I think my explanation may be correct.