Now, if we look back to the very old days of achaea, there were very few if any "Time based afflictions" This seemed to be the case because acahea was a very well rounded system with a ton of checks and balances. Everything had it's place and purpose.
However, as Blademasters made their way into achaea, we saw some changes. Changes that included Sylvans getting a timed anti-parry, but that seemed alright for the time. Now alchemists also have many time based attacks with a slight chance of mitigation. I don't feel like timed attacks really have any place in achaea, but here they are.
I many other things have been "timed" for a long time, from vibes to harmonics, gravehands, rites, all that stuff. Those were timed, but they were more like a passive offence or passive defence. The stuff blademasters and alchemists can pull off are to an extent harmless, but because of the "time" factor they seem much more potent with groups.
Just curious to see what the community has to say on the time based afflictions. I say, do away with them, they truly have no place here. But that's just me. What do you think about these, achaea? and what do you think a viable solution is?
Replies the scorpion: "It's my nature..."
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When I classleaded heartseed for sylvans, it was specifically a reaction to dragon-creep, as they exemplified the type of opponent immune to damage kills, and highlighted the lack of anything else in the sylvan arsenal.
From discussions with Tecton, he is big against more passive-based skillsets, and for good reason. Every new one makes them all exponentially more powerful. Just consider fighting against rites + vibes + harms + runes all in one room, it's an entrenchment nightmare. Imagine adding a new layer of passives to that. So if you're trying to design new mechanics that don't involve room-based passives... what else do you come up with?
Something else to chew over is that the classes in existence have kind of tapped out all the different possible combinations of afflictions within the cure balance system. You have limb damage (monks), other limb damage (druids), limb damage + salve cures (sylvans), limb damage + single affs (sents), limb damage + double affs (knights), other limb damage + double affs (bards), superfast single affs (shamans), superfast double affs (apostates), double affs + tricks (serpents), affs + damage + tricks (occultists)... You get the picture. In that environment, how do you create a new class give it its own PK playstyle, without it seeming like a variation on knight, or apostate, or monk? BM does it with a bleed-based instakill, and with Voidfist changing up the heal-balance dynamics. Apostate does it by being so indecipherable that nobody knows how the class works or what to compare it to.
Don't take this as a discussion ender, but it is extremely unlikely that timed afflictions will be done away with in any capacity in the foreseeable future.
In today's Achaea where automation is perfected to such a high degree, these kinds of abilities are prevalent specifically because they are things that are far harder to account for in the balance based system.
@Tvistor
Let's assume achaea was a well rounded world where evry little thing had it's place. Suddenly, time based afflictions come along and put a wrench in that. There was no reason or need for "time based" there was (in my opinion) a laziness that created time based afflictions because they could not figure out how to make a single affliction class work. (even though they gave druids a large amount of abilities to make single afflictions work)
I simply see this as an amazingly lazy form of development on the moderation side, essentially saying new class=new things that achaea has never seen or dealt with before. Somewhat understandable, yes, but really?
I realize that it's unlikely that timed afflictions will be done away with, but to an extent, why did we get them in the first place? Does nobody else think that they were just an uncreative way to solve simple problems? I realise the blademaster class is amazingly powerful, but I can only see it that powerful because of a very lazy and uninteresting way of creating it. I mean, let's look at some of the people that tested it. @arelas said "yeah, that class is stupid overpowered" and yet, that kind of consideration doesn't appear anywhere. I say, creating an affliction type that is made for a class or classes specifically, without regard to the rest of the game is just bad taste.
Granted, that is just me. I've never liked time based afflictions because of how strange they seem to play with the rest of the game. There is no penalty for them.
For instance.
a blademaster afflicts you with voidfist twice within one setting
A serpent afflicts you twice with kalmia within one setting
very similiar situations, yet one kelp cures the double kalmia, nothing cures the exteneded voidfist.
As much as I'll bite and argue against timed afflictions, I'm not entirely against them. I just want them brought in line with most other afflictions in achaea, rather than saying "certain classes have a better affliction type than the rest of achaea"
In the past, time based things were still plenty curable like tarot aeon. And even if occies were timed abilities, they are still able to be destroyed.
This comparison may seem strange, but I had this idea about time-based, uncurable abilities because I was playing minecraft. Yesss, minecraft.
After exploring a lot with different mods, it was hard to ever find a mod that actually expanded the world in a way that opened up new avenues to almost every aspect of the game. While I was palying with a red-power mod, I found that while it added a lot to the game, it only added things in a very linear direction while neglecting many of the previous things thought of and put into the game.
I feel like incurable time based afflictions are the same way. They were unable to make a well rounded transition into the curing of the game and just kind of jut off to the side. I would have said that this was fine for blademasters, but when alchemists came out they did something quite similar. It seems to me there is a form of creative bankruptcy happening there. As if creating something that can "work" over creating something that adds more aspects to the general world itself. When combat is concerned the two classes live inside their own little bubbles to me, but hey, it's all opinion. Seems most other people are A-okay with the time based afflictions and that's fine too. I was just seeing what the general populace thought.
Eh. Bombs aren't anywhere near useless.
(But will accept buffs!)
Though web/dust bomb looping is pretty queer.
Can't you mangle a leg and prone, drops bombs and then leave the room? I think you can Aeon, Concussion and afflict through Puppetry from a distance here, so... is sticking bombs really that difficult (Or necessary to a Jester offence)? Unless I'm missing something.
#NewToAchaea
Results of disembowel testing | Knight limb counter | GMCP AB files
To do as you suggested would require I think a change in the functionality of bombs. I mean they seem to me to be more an addition to the class to use while juggling them or in a group with short timers in their current functionality