Classleads Report - February-March 2013
While, obviously, most of the classleads are Combat-related, there are some that are general in their subject, so I thought about putting them here. Only excluded reports are those empty, unsubmitted classleads. Removed empty solutions, as to not clutter the thread more than necessary
Report #1
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Submitted by: Iluv Status : Submitted
Skillset : Necromancy Skillname : Deathaura
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Problem:
Deathaura will sometimes try to give an affliction that a target already has. It will still tick essence while doing this.
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Solution #1:
Make deathaura afflict intelligently by having it not give afflictions that the target already has.
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Report #2
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Submitted by: Alonzo Status : Submitted
Skillset : Warding Skillname : Fend
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Problem:
Fend is a flavour skill, and back when having to turn on Powersoul was a hindrance, there were certain situations where it was a good idea to use, namely hunting an area with aggressive mobiles. With the change to Powersoul, and the higher DPS of just qjabbing, while still interesting as a flavour skill, Fend doesn't have a real use any more. This classlead hopes to find a new use for the skill, without just losing a spot in Warding.
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Solution #1:
As the AB and skill name imply, Fend is a defensive ability. Make Fend not a strike meant for two targets, but a one use skill that will take the next attack to any ally in your location, before wearing off and needing to be activated again to have another effect.
Solution #2:
As a defensive ability, FENDing a limb would give a chance to parry a strike to that limb, roughly 50%, using the haft of a Ranger/Amazon's glaive/javelin. This defence could not be moved by way of the various Feint skills.
Solution #3:
Solution 2, with a higher rate of parry.
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Report #3
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Submitted by: Alonzo Status : Submitted
Skillset : Warding Skillname : Bashimpale
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Problem:
Some time ago Bashimpale was changed from it's useful 'knock out and impale a prone victim' to, 'this only works if they're asleep/bound'. As a class that afflicts while dealing damage, Rangers aren't the best at keeping anyone asleep. We do however, break limbs rather well. As the AB states 'If your target is on the ground as well as encumbered or tied up in some way', I feel this skill should return to what it did initially.
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Solution #1:
Allow Bashimpale to target a prone target with at least one broken leg, regaining it's usefulness in combat.
Solution #2:
See solution 1, if I can't have that, I've stopped caring.
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Report #7
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Submitted by: Alonzo Status : Unsubmitted
Skillset : Bowmanship Skillname : Targetshot
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Problem:
Targetshot is an interesting skill, but suffers from the same issues as almost all bowmanship skills do - Not being able to see your target being effected by it.
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Solution #1:
Allow targetshot to be used in-room if a direction is omitted.
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Report #8
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Submitted by: Alonzo Status : Submitted
Skillset : Bowmanship Skillname : Quickshot
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Problem:
With the reduced returns change to unconsciousness, quickshot seems to take a double hit in that it is able to miss a target because of the reduced accuracy/damage it accepts in order to gain better balance recovery. Even with Marksmanship and a level 3 artifact bow, my standard shots have missed multiple times in a row.
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Solution #1:
Reduce the decreased damage while eliminating the decreased accuracy on a quickshot.
Solution #2:
Just eliminate the decreased accuracy on a quickshot.
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Report #9
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Submitted by: Darin Status : Submitted
Skillset : Wyrmriding Skillname : Icewyrm
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Problem:
Wyrms are the backbone of Outrider combat, without them our two methods of killing someone are rendered absolutely useless. Intimidate or any skill that dismisses another pet produces a rather big problem of disparity when directed at the icewyrm. As it stands no other profession relies so heavily on a pet to participate in combat, let alone be effective.
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Solution #1:
Drastically decrease the success rate of skills that would cause the icewyrm to flee the room.
Solution #2:
Allow icewyrms to be immune to such skills as intimidate and cowardice. (Obviously this is preferred, but I'm biased)
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Report #10
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Submitted by: Iluv Status : Submitted
Skillset : Malignosis Skillname : Daegger hunt
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Problem:
Problem: Daegger hunt in its current incarnation suffers from many problems that have never been addressed. First, the daegger toxin giving is random and unreliable. Second, the speed of using Daegger hunt is very slow. With fast statpack, the balance for Daegger hunt is 3.6 seconds which severly hinders the Diabolist affliction speed. Third, daegger hunt lacks in-line envenoming. Fourth, the daegger is stopped by rebounding which Diabolists have no way to remove.
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Solution #1:
This solution seeks to solve the above problems in a way that would rewrite the skill in a simple and efficient manner. Daegger Hunt should deliver a single toxin on a short 1 to 2 second delay and have an internal cooldown of 3 to 5 seconds to use. The rate of toxin delivery would be 100%. The syntax would look like this, Daegger Hunt <target> <toxin> which would give the skill in-line envenoming. This new Daegger Hunt will not use balance but will require balance and equilibrium to use. The internal cooldown on the delivery of the toxin should make it so that Daegger Hunt could not be used in combination with every Deadeye attack but with every other Deadeye attack or every third Deadeye attack. Now we have solved the the problems of the random delivery of toxins and the lack of in-line envenoming and the inefficient speed at which Daegger hunt works.
Solution #2:
This second Solution is aimed at the problem of Daegger hunt being stopped by rebounding, which currently, the Diabolist has no way of removing. This solution is intended to work with the changes proposed in Solution 1. Since a raze mechanic would work awkwardly with the delay mechanic of Daegger hunt, Daegger hunt should ignore rebounding completely. It will still be prevented by shield as a means to slow down affliction speed.
Solution #3:
This solution is also intended to work with the changes proposed in Solution 1. With the new Daegger Hunt skill only giving 1 toxin and stab at a longer interval, it's damage given will be reduced. To compensate for this, increase either the damage given by being hit from Daegger Hunt or increase the bleed effect given from Daegger Hunt.
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Report #11
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Submitted by: Iluv Status : Submitted
Skillset : Malignosis Skillname : Demons
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Problem:
Currently, you cannot summon the fiend, daemonite and nightmare from the same pentagram. Because of this, the fiend is never summoned and used. Also, summoning a daemonite when you have a nightmare out in the same room requires you to leave the room, summon and return to the nightmare room. Since the nightmare change (unable to give hellsight and mental affliction from the first hellsight tick), this restriction is no longer needed. It also does not fit with the theme of reduced ranged combat.
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Solution #1:
Remove the single demon from pentagram restriction and allow the Diabolist to summon all three demons (fiend, daemonite and nightmare) from the same pentagram in one room.
Solution #2:
Loosen the restriction to allow the Diabolist to summon two out of the three demons from the same pentagram in the same room.
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Report #12
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Submitted by: Arakis Status : Submitted
Skillset : Sabotage Skillname : Arrowcrafting
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Problem:
Sabotage users unlike Bowmanship users are unable to make their own bows, making them dependent on shops that sell the type of bow they need, usually from a City/Council shop, or a private store that sells at sometimes arbitrary rates.
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Solution #1:
Add Bows to Arrowcrafting.
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Report #13
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Submitted by: Arakis Status : Submitted
Skillset : Engineering Skillname : Cannon
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Problem:
Cannons are currently the only siege gear that cannot be disassembled. There is no real reason for this since they have the same weight as other siege, i.e. 1000 pounds.
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Solution #1:
Simply make it so that Cannons can be disassembled like any other siege.
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Report #14
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Submitted by: Arakis Status : Submitted
Skillset : Engineering Skillname : New
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Problem:
It'd be nice to add an option to each siege weapon that you can add fashion <siege> with the option <kit> allowing you to assemble but have it as a kit once finished rather than needing to make one, then disassemble it for storage. not a significant change but it would be nice.
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Report #15
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Submitted by: Sarrius Status : Submitted
Skillset : Predation Skillname : Poison
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Problem:
The skill 'Poison', while super awesome and really cool back in the day, is really nothing but filler. Instead of merely suggesting a new slot, I feel like the framework for a new, sitara-only toxin has already been laid out for me. The Predator class, while commonly associated with the 'knife-wielding agile jerk' archetype for classes, is apparently considered a hybrid class in the minds of those in charge of class development. If this is the case, the class needs more interesting and unique tools that allow them to marry the two branches of their playstyles together to perform a heavy damage closer (crescentcut combos) or a toxic overload instant kill (cirisosis). The intention of this report is to suggest various possible sitara-only toxins that can give the Damage branch of the Predator class a little bit more 'oomph', without bringing with it the baggage that skills like Bloodfreeze and Brainmelt are perceived to currently have.
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Solution #1:
Change the toxin that Poison makes to a sitara-only toxin that causes a stacking affliction cured by eating toadstool. The curing of the affliction would not adjust or change the total health/mana regained by eating toadstool. The toxin would stack up to five levels of severity. Each level reduces the Poison resistance of the target, until a typical stock target (Venom Elixir, Transcendent Antidotes) would have 0% Poison resistance. When the target is helpless (or under conditions that would modify crescentcut), the toxin additionally causes Poison damage. The circle is almost entirely incapable of causing poison-elemental damage otherwise, rendering this a strict Predator buff with no synergy anywhere else in the circle. The 'ramp up' prevents this from being a devastating possibility in the current pace of team combat - simply using it on a random prone target in the heat of battle, with no setup, would yield something pitiful due to Antidote resistance.
Solution #2:
Change the toxin that Poison creates to give an epidermal-cured affliction, and allow that toxin to be envenomable ONLY on sitaras. The affliction would cause organ failure in the target, causing them to take ticking damage based on physical affliction present. I specify physical afflictions because this toxin would act as a fast ticking closer from crescentcut combinations on targets with limbs broken by Knifeplay-Jab or Knifeplay-Lowhook. Obviously, most toxic afflictions are also physical afflictions. I obviously am not going to provide estimated numbers for damage or scaling - these things are usually within the Administration's control. The purpose of this solution would be to provide another source of damage to help a Predator chew through high health targets in a heavily percentile way, while also playing conservatively about giving Anti-Magick more burst buttons. Since the toxin is a damage over time (akin to botulinum), you would have to warp your team's composition and strategy around sticking and making the toxin relevant. For that effort and level of coordination, you could formulate a much more powerful, immediate strategy. It is also something you can react to (as it does not happen immediately) and control the damage of.
Solution #3:
Change the toxin that Poison creates in to an immunity deficiency toxin that can only be applied to a sitara. The affliction given by this toxin would be curable in a way fashioned after the Gutwyrm: the affliction remains until 3 toadstools have been consumed. The affliction would have three levels of severity: 'complete immunodeficiency', 'moderate immunodeficiency', and 'light immunodeficiency'. So long as the affliction remains on any level, Bloodscourge deals damage on each tick based on physical afflictions present. The levels of deficiency would govern the damage (and possibly even the damage type). Simple napkin math yields that the affliction has a minimum duration (assuming 0ms ping and eating toadstool the literal moment you can) is 12 seconds (immediate toadstool upon affliction to go to moderate, 6s later toadstool to go to light, 6s later toadstool to cure entirely). Assuming the opponent had just eaten toadstool before being afflicted by the toxin, the minimum duration increases to 18 seconds. This ability lines up rather well with the Spider Acid skill in Beastmastery, which would allow you to use Bloodscourge as a passive damage over time ability delivered before you begin your true 'coup de grace' via crescentcut combinations. Due to the chemical composition of this toxin, it is incapable of binding with cirisosis for the purpose of an instant kill or even an affliction morph.
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Report #16
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Submitted by: Velion Status : Submitted
Skillset : Devotion Skillname : Cleansing
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Problem:
Passive defence strip is not a skill that is felt to be needed anymore with the current incarnations of Templar and Priest, and both classes could use a bit more depth to their offensive skillsets. A worthwhile change would be welcome, rather than just a deletion of the skill altogether. All solutions would preferably keep the current devotion cost and uptime.
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Solution #1:
Change Cleansing to act as a rebounding delay, increasing the time it takes an enemy to gain rebounding after smoking linseed by 3 seconds. This would open up room for a further dsl from Templar, and a smite from Priest.
Solution #2:
Change Cleansing to cure an affliction from an enemy on it's current tick rate. Each affliction cured like this would inflict __ amount of health damage. The type of damage, I won't specify, I'll leave that to the Administrators if this solution is accepted.
Solution #3:
Change Cleansing to remove __% of enemy physical resistance or degrade enemy armour values by __%. This would be the least favorable choice, as it could have far reaching effects in teams.
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Report #17
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Submitted by: Velion Status : Submitted
Skillset : Devotion Skillname : Lastrites
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Problem:
Devotion costs currently outweigh the amount of Devotion easily able to be gained back within a short period of time. Rite of Prayer is usable once every hour and gives 12% plus 1% per person in the same room. That's a total of two Renewals of full rites along with the initial cost of rites, bliss, blessings, etc. Lastrites sacrifices one non-player corpse and gives a petty amount of Devotion back to the user at a base equilibrium cost of 4.20 seconds.
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Solution #1:
Remove the equilibrium cost from Lastrites.
Solution #2:
Allow Lastrites to be used on player corpses, giving back a larger amount of Devotion.
Solution #3:
Allow Lastrites to be used on all corpses in the user's inventory.
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Report #18
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Submitted by: Eldreth Status : Submitted
Skillset : Noctu Skillname : Simulacrum
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Problem:
Simulacrum provides a nice mitigation compliment to distortaura, for a class that wears scale and generally settles for small shields. The problem is that for bashing purposes, the device scales poorly with mob damage. It is not uncommon for me to have a brand new simulacrum break before finishing off two high-end orcs or a couple demons. It isn't practical to create a new simulacrum every time I move to a new mob room. Conversely, a def that you simply apply and forget about with no further cost would provide a bit too much benefit in the PK department.
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Solution #1:
For a higher sanguis cost, allow the simulacrum to fall apart after a static duration (e.g., 10 minutes), rather than based on a certain damage absorption threshold like it exists now.
Solution #2:
For a higher sanguis cost, allow the simulacrum to absorb damage increased from current levels by a factor of ten.
Solution #3:
Allow simulacrum to keep current absorption levels, but passively drain the equivalent sanguis when it hits the breaking point. Note for solutions 1-3, consider applying to heartstone, as a similar mechanic
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Report #19
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Submitted by: Sumie Status : Submitted
Skillset : Pioneering Skillname : Return
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Problem:
Not necessarily a problem, but more of an annoyance. Grove return will stop entities from following you through. So for druids this means golem and roots and any pets you have.
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Solution #1:
Allow the druid/hunter's entities to follow it with them through grove return.
Solution #2:
Bring back grove calling, so that it is one action instead of 3 or so
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Report #20
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Submitted by: Shou Status : Submitted
Skillset : Knifeplay Skillname : Combo
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Problem:
Combo is missing some very important combat actions a predator can use during a fight.
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Solution #1:
Add Pheromones, Pindown, and Mindnumb to the COMBO choices. Additionally, Butterfly and Freefall should be added as well, even though they only work at the start of a combo.
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Report #21
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Submitted by: Ozreas Status : Submitted
Skillset : Trailblazing Skillname : Torch
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Problem:
The ability to hurl a torch at my foe and burn them is neat and all, and very outdoorsy. Great, but the skill in its current incarnation is nothing but
filler that might be amusing in rp once in a blue moon. The aim of this classlead will be to change this into an ability useful to both Ranger/Amazon
and Outrider, professions for whom parry and rebounding can be a large issue.
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Solution #1:
Alter the functionality of torch such that it is an ability targetted an opponent's limb. For example, THROW TORCH AT <left|right> <leg|arm> TARGET. The torso and head would not be targettable by this ability unless the subject already suffers from at least one broken arm- the areas are too easily protected. When used on an enemy, the skill would apply a special affliction cured only by the passage of time (Suggested duration: 8-10 seconds). The effect would be such that, when an attack is made on the affected limb, attempts to parry that appendage would fail, the target's movement being rebuked by the flames engulfing their flesh.
Solution #2:
Alter torch such that it applies a special affect when hurled at a target that lasts approximately 30-45 seconds. On a recurring timer during this period (every 8 seconds) the effect would tick as the flames burn the enemy. Should the aura of rebounding be present, the hungry flames will sate themselves on the smoke, providing a raze. Otherwise, the subject will suffer moderate fire damage.
Solution #3:
Same as either solution 1 or 2, with the removal of the requirement for a campground or encampment. Encampments are unwieldly as a tool for combat, requiring 6.6s of balance or more to set up even when using the fast statpack, and requiring one would be a huge hindrance on the function of either of these skills. Replace this with the use of one wood and one cloth commodity, and require a tinderbox in inventory. The torch would either be fashioned beforehand or as part of command itself. Alternately, allow the gathering of torches from a campground's fire with a very short decay time, such that they may be carried around.
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Report #22
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Submitted by: Shou Status : Submitted
Skillset : Knifeplay Skillname : Triad
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Problem:
Triad is neat in theory, but doing two random attacks each on three different people (at best) as a predator at around 5-6 seconds of balance is not accomplishing anything at all, so as a skill at 50% mythical, it is very useless and never used in actual combat.
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Solution #1:
Remove the 'random' aspect of triad and allow the player to choose what attacks to use on the enemies within the boundaries of the COMBO skill, with the exception of pindown. The balance time would remain the same.
Solution #2:
Same as solution 1, but with pindown included in the available attacks. Balance time would be increased in this situation as to avoid the spamming of trip/pindown.
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Report #23
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Submitted by: Shou Status : Unsubmitted
Skillset : Knifeplay Skillname : Spinslash
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Problem:
Spinslash (75% virtuoso) is another skill I, and probably many other predators, find useless. While I actually like how it won't target the enemy's parried limb, random limb-targeting just isn't how a predator fights effectively. If it was possible to damage kill an opponent without having organized limb breaks, this wouldn't be an issue.
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Report #24
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Submitted by: Abigail Status : Submitted
Skillset : Chivalry Skillname : Thrust
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Problem:
Thrust's usefulness is non-existent. It is an attack that does even less DPS than a standard weapon slash, can only be used by a shortsword, and its selling point is that it's 'more accurate' -- which is moot because of the shortsword's ridiculous to-hit and the fact that any weapon with over 150 to-hit generally has a 100% hit chance against a mob.
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Solution #1:
Delete Thrust, and move Duality down to Adept Chivalry to let novices doubleslash. This change will not affect combat balance in the slightest, and will put knight novice bashing in-line with other professions. To balance it out, move Proficiency up to 0% Skilled, so that fresh novices can only use shortswords.
Solution #2:
Allow any knight weapon to be used with Thrust.
Solution #3:
Substantially increase the amount of damage Thrust deals. Possibly combine this with solution 2.
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Report #25
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Submitted by: Abigail Status : Submitted
Skillset : Chivalry Skillname : Kestrels
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Problem:
Training hounds, kestrels, and falcons to be combat-ready takes a prohibitively long time, and this causes a hindrance for people who have just recently learned the profession (or who have had their pet killed.)
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Solution #1:
Reduce the number of training sessions it takes to max out strength, speed, and stamina (by increasing the rate at which the value increases.)
Solution #2:
Require only one training session to max out strength, speed and stamina.
Solution #3:
Remove the need to train knight pets entirely.
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Report #26
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Submitted by: Iluv Status : Submitted
Skillset : Malignosis Skillname : Fiend
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Problem:
The razor-fiend is never summoned or used. The cutting damage and bleed effect is negligible.
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Solution #1:
Since Diabolist have no way to raze rebounding, make the fiend be able to passively raze the rebounding aura on the target it is attacking
Solution #2:
Increase the cutting damage and bleeding effect the razor-fiend gives to an enemy appropriately to make it a threat.
Solution #3:
This is the most optimal option. Do the above two solutions together.
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Report #27
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Submitted by: Iluv Status : Submitted
Skillset : Survival Skillname : Traps
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Problem:
Currently, traps are a problem for people who do not have the ability to see who laid them.
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Solution #1:
Give a TRAPS skill to the Survival skillset so every profession can see which enemy traps belong to who so they can gain PK rights when they hit said traps. The traps skill should be limited to only seeing the traps, not disarming them.
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Report #28
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Submitted by: Bathan Status : Submitted
Skillset : Bowmanship Skillname : Hookshot
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Problem:
Hookshot is a neat ability in bowmanship that effectively removes our need for a tentacle tattoo. That's great. However, in order to use it we have to switch arrow types to barbed and take out a length of rope.
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Solution #1:
Allow any sort of arrow to work for the purpose of Hookshot. It seems like most of them should, and having to switch arrows constantly is a headache.
Solution #2:
Remove the need for a piece of rope. It just feels tedious.
Solution #3:
Both 1 and 2.
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Report #29
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Submitted by: Aros Status : Submitted
Skillset : Warding Skillname : Pierce
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Problem:
Peirce: 90% of the professions today have a way to double raze an enemy, if they don't it's either because they don't need to worry about rebounding or have a passive offense. This can hinder a Rangers/Amazons momentum much like it did Knights in the past. I'd like to propose a change to how pierce works.
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Solution #1:
Change Pierce so that when you perform the action it takes out both shield and rebounding if they are activated, if not then it continues with it's normal functionality in razing one or none
Solution #2:
Add in a new ability to the existing skill of spinning for Rangers/Amazon called "Spin Aura". This effectivly will cause us to spin our glaive towards our enemy in a rapid motion razing both shield and rebounding much like a knights rsl minus the toxin affliction if only one is in place. If lacking either shield or rebounding then it will only raze one with no added damage.
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Report #30
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Submitted by: Cadeyrn Status : Submitted
Skillset : Devotion Skillname : Truth
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Problem:
The truth rite is annoying in the current incarnation because it removes the defences of allies and enemy alike. It is time consuming for the allies of the devotioner to replace these stripped defences.
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Solution #1:
Alter the truth rite so that it only acts upon the enemies of the devotioner, having no effect on others.
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Report #31
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Submitted by: Aleutia Status : Submitted
Skillset : Taming Skillname : Oysters
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Problem:
Currently, only someone with the Mage profession can teach an animal to hunt oysters for pearls out of the Taming skillset.
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Solution #1:
Let anyone who has the Taming skillset be able to teach an animal to hunt oysters. With the rise of market stalls in Caanae and the limited number of tamers, there is no reason to treat this as any different than vermin hunting. Its a needless restriction.
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Report #32
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Submitted by: Susser Status : Submitted
Skillset : Knifeplay Skillname : Crescentcut
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Problem:
Predator lacks one-on-one killing power against high health or even just moderately tanky opponents. Crescentcut, with realistic modifiers (pindown does not stick 1v1, nor sensitivity for long, and the target will be curing legs and paralysis as fast as they're able), cannot provide good enough burst damage as it is. Particularly with the changes to outrifting outlined on the forums, a Predator just cannot keep someone prone for long enough to damage them out.
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Solution #1:
Make crescentcut's damage scale better to max health. Remove the damage modifiers that aren't useful 1v1, and scale the other modifiers up correspondongly. If the base damage is increased, it must be done cautiously, in case of adverse impact to team combat, especially bearing in mind the possibility of trip/crescentcut/crescentcut combos.
Solution #2:
Add in a substantial damage modifier for damaged torso, on top of the existing ones. This would increase the tactical depth, as a target with broken legs -and- broken torso would have to decide which to cure first. This is liable to have less impact on team combat than option 1, and may in fact make it more fun for all involved by providing useful options for Predators besides spending every balance on hinderance.
Solution #3:
Give consecutive prone crescentcuts a per-target, per-Predator damage multiplier (capped at some value), and at the same time reduce the base damage. The multiplier should reset if the target stands, the Predator uses a non-crescentcut attack, or the Predator hits anyone else. It should not reset on just changing stance. Compared to how it is now, the first couple of crescentcut combos will do less damage, then a break-even point is reached, then the following ones will do more. If the break-even point is at, say, 3 combos, this change will make it -harder- for a Predator to do large amounts burst damage in teams, since the cumulative damage up to that point will be less. Again, this is a disincentive against the Predator simply spamming hinderance.
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Report #33
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Submitted by: Susser Status : Submitted
Skillset : Beastmastery Skillname : Swoop
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Problem:
Hawk swoop is like twinshot, but worse. Envenoming its claws requires the hawk to be in your room (which may take equilibrium, since it is probably circling), then takes another equilibrium to set it to circle, all for a hit of two toxins on a slower equilibrium than twinshot, and without the capacity to dynamically change toxin plans. Further, hawk just doesn't have any skills worth using 1v1, and only a few quite marginal ones in teams.
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Solution #1:
Decrease the equilibrium cost of swoop somewhat, so that capable statpack can afflict not much slower than fast statpack in Vae-Sant.
Solution #2:
Keep swoop's current equilibrium cost, but put it on a delay of several seconds (5s or thereabouts would be good). Show a room message when a Predator orders it, with the target's name included. It should be stopped by shielding or moving in the interim.
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Report #34
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Submitted by: Sumie Status : Submitted
Skillset : Tattoos Skillname : Hood
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Problem:
Currently the hood tattoo is far too powerful, completely eliminating the possibility of range strip from Summoner and Druid. The chances of hitting cloak from strip is about 1/20 defenses. Most strips are around 2.4 seconds fast and hood tattoo takes about 2.4 seconds to use. So on average you get cloak once every 48 seconds which is prevented by the hood tattoo and instantly its put back to normal without any risk involved. This gives an advantage to monk's range strip being the only one viable.
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Solution #1:
Give Hood a cooldown between uses.
Solution #2:
Allow the hood tattoo to block any 1 range strip, meaning strip will take hood tattoo first over any defence. Giving the choice of always losing EQ to put hood back on but being safe from strip, or not using hood.
Solution #3:
Make the equil loss on Hood tattoo a lot longer
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Report #35
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Submitted by: Susser Status : Submitted
Skillset : Knifeplay Skillname : Feint
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Problem:
Predator feint is slow. With fast statpack, it's 3.4s of balance (which can be modified down, somewhat, with Vae-Sant, but this can be a severe encumberance on offensive options). Monk feint in DRS with fast is 2.6s. Wardancer feint with fast is 2.6s. Both classes have similar, if not more, offensive capacity than Predator one-on-one, and having Predator feint only 0.6s faster than restoration salve balance places some severe constraints on what forms Predator offensive plans can take.
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Solution #1:
Change knifeplay feint to take the same balance as changing stance and swiftkick, which translates to 2.6s in non-Vae-Sant with fast.
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Report #36
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Submitted by: Iluv Status : Submitted
Skillset : Malignosis Skillname : Shadowstrike
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Problem:
Shadowstrike seems to have an unusually short writhe out time. My last test with it showed that it had an average of 1.7 second writhe out time. Other entangles and transfixes usually have around 3 to 5 second writhe out time.
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Solution #1:
Fix Shadowstrike's writhe out time to be the same as entangle and transfix.
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Report #37
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Submitted by: Sumie Status : Submitted
Skillset : Taming Skillname : Taming
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Problem:
Taming seems like a fun skillset, but becomes quite annoying and time consuming. By that I mean the time spent in between training sessions(usually about 30-40 mins) to train about 1/8th of a skill makes it a nuisance to train an animal, especially for someone as forgetful as myself.
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Solution #1:
Increase the time between to resets each day. Makes a little sense having 1 training session a day and have the training do a lot more, perhaps 50% of the skills or 100%.
Solution #2:
Have it like a weapon proficiency where you learn it once, and then need practice using the skill to complete the training. Time between would be fine, but I like the RP of once per day.
Solution #3:
If all pets were given the ability to hunt vermin, a pet level idea could be created where they gain exp and levels from hunting vermin. When they level they can then be trained to do a skill.
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Report #38
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Submitted by: Cadeyrn Status : Submitted
Skillset : Survival Skillname : Bandages
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Problem:
There is a large disparity between the three circles on the availability of bandages. Adding the bandaging ability into the general skillsets would go a very long way to removing this problem. With the addition of bleeding as a mechanic that should be payed attention to, in both PvP and at a higher level PvE, it is more balanced to allow the entire population access to bandages.
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Solution #1:
Add bandages as they stand in Trailblazing to Survival. Increase the cloth cost of bandaging for non-trailblazers.
Solution #2:
Add bandages into Survival. With this solution, bandages would only minimally affect the bleeding damage in PvP, but greatly reduce/negate entirely the bleeding cause in PvE.
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Report #39
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Submitted by: Antrax Status : Submitted
Skillset : Brutality Skillname : Weapon mastery
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Problem:
Currently the Knight classes of Imperian are limited to using one or two weapons without investing 100 lessons per proficiency and a bit of time to master it into buying another proficiency. While the choices are good for flavour, in the current combat environment this actually hurts the newer players. This would allow people to experiment and potentially open up a bigger market for more weapons. It might also have the side benefit of seeing people use a bigger variety of weapons.
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Solution #1:
Give all the knight skillsets (Brutality/Chivalry) a new ability at a reasonable skillrank called "Weapon Mastery" which allows the Knight to use any cutting weapons (We don't need the blunt weapons regardless, save for battleaxe if it still counts as 50/50) as if they hold the proficiency. This would allow Knight to explore new tactics and prevent people from the need of investing several hundred lessons into learning them.
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Report #40
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Submitted by: Aleutia Status : Submitted
Skillset : Shadowbinding Skillname : Shadowgems
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Problem:
Haze generation is an annoying mechanic for Defiler, but to compound it, the shadow jewelry that holds this haze decays. Once placed into a ring/crown/torc, you cannot remove the gems This can, and has, resulted in a large amount of wasted haze for defilers when their items decay on them.
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Solution #1:
Make shadowrings/torcs/crowns nondecay
Solution #2:
Allow haze to be removed from shadow jewelry before the item decays, and placed within another. The defiler could SIPHON HAZE FROM X INTO Y
Solution #3:
If shadow-jewelry decays with haze inside of it, the haze reforms into shadowgems. This allows a defiler a time-window of something like 3 days to find new jewelry to place the shadowgem into
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Comments
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
Also, Bathan.. you didn't expect me to have nothing to suggest in that column, did you?
This goes for 15 and 165. Both are pretty verbose and wild reports, so I'm expecting a lot of negative commentary on both.
Note that in the form I wrote it, it applies to both Demonic and AM. It punishes a bit more Demonic, since the circle lacks anything resembling Kai Banish.
15's solution #1 has the problem that you don't completely specify the mechanic of toadstool vs poison. With toadstool's time, the Predator would be able easily to stack it and fast. #2 is a Brainmelt-type of ability, and I think Brainmelt has been discussed enough already to give birth to something else like it. #3 is basically the same as #2, but on top of it relies on bloodscourge, which is a fire-and-forget mechanic, which makes me wonder which would be more OP in teams, if #2 or #3.
165 looks interesting, but I want to think more about it.
Now that we are in the subject, since DSB is fueled by afflictions and well, and the ease of using pummel nowadays, Report 15's #2 looks even less appealing that before in team combat. With Kai-cripple and pummel, the 'level of coordination' required isn't as high as you might think.
Yeah, I put the second concatenate inside the string instead of in front of the string.
nerf evadin'
buff gettin'
ranger rangerin'
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”