So, classleads are open, and so I guess if people want to discuss various submissions, they can do so here. For instance, I' m wondering about 60 for Hamstring:
Report #60
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Submitted by: Strata Status : Submitted
Skill : Striking Ability : Hamstring
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Problem:
Contrary to pinshot and tentacles, the evade ability has no chance of countering the effect of
hamstring.
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Solution #1:
Change hamstring to work the same as pinshot/tentacles, giving one the possibility of escape or
simply evading while under its effect.
Solution #2:
Change pinshot and tentacles to work the same as hamstring, where evade cannot counter them at all.
Solution #3:
Change hamstring/pinshot/tentacles (and all other similar room movement hindering abilities) to add
a random chance of success or failure when using evade.
As I understand it, you can evade away after Pinshot and Tentacles because they're not specifically designed to counter Evade. Hamstring is. Is is annoying for people who have Evade? Certainly. But then again, Evade is one of the most annoying skills ever for people who don't have it (and even for some people who do). I just don't see how or why this is necessary. Putting them all on an even level doesn't make sense, because why would Pinshot (designed to stop use the use wings) counter Evade?
Comments
Evade is pretty OP, but I feel like tentacles getting anti-evade might be a bit strong. I'm not sure how easy it is to maintain tentacles, but given @Jinsun puts it up knowing I have two ways of getting past it (and I don't even have a RoF), I can't imagine it's that difficult. Not sure how pinshot works, but if it's comparable to hamstring, I don't see why not.
Regarding option 3: please, less RNG on blademaster, not more.
These have been the opinions of a mid-tier combatant. Please, try not to rage too much at my desire to give input into game mechanics that I haven't fully mastered to @Sena levels of encyclopediac knowledge. :c
Come join the Achaea discord!
Oh you poor thing, look at you not able to get back on your horse.
<Breaklegs/slash/twist*3/finisher>
Or it could be that you have to trick the tentacles up, by committing to moving in one direction (at the cost of balance, or maybe just getting a message about how you're being molested by an occultist that keeps you from trying again right away), and then moving another direction within X seconds of the first attempt (like 5-10), giving it potential kill room properties, and making it dangerous against people who panic, while having a cool flavor that most hardcore combatants automate a solution around anyway.
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Submitted by: Dunn Status : Submitted
Skill : Elementalism Ability : Viridian
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Problem:
Sylvans do a lot of damage now. They were given the +2 intellect scaling when their damage was typed
as cutting. Now that it is magical, the free two intellect is really putting their damage into the
border near crazy.
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Solution #1:
Remove the +2 intellect bonus from Viridian
Solution #2:
Solution #3:
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I personally think not even trying to come up with other solutions aside from "NERF NERF NERF" simply because you don't like the damage is a poor classlead. Tell me @Dunn why didn't you include other things like "Change the damage type of Sylvans to something other than Magic damage."
Simply removing 10% of Sylvans damage, when they're a damage based class, sounds to me like it'd pretty much screw over non artifacted Sylvans. Now, wasn't that the argument for not nerfing Monk damage?
Viva la Bluef.
Thornrend is a limb prep skill primarily, not a damage kill skill.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
This. Perhaps it is slightly too much, but screwing non artifacted Sylvans over by removing 10% of their damage is not the way to go about it, and the lack of other Solutions provided by @Dunn in my opinion simply shows bias and being fed up by being smashed with ouchies by offensively artifacted Sylvans.
I highly doubt unartifacted Sylvan damage is too much.
It either kills through Heartseed, or kills through Damage. Removing one of Sylvans two viable kill methods sounds like pretty crappy game design to me.
Viva la Bluef.
Damage classes are not a viable plan because of the huge variability in offensive capability and defensive capability to damage. Occasionally pure damage kills work when there's a high variance in those two (via levels and artefacts).
Artefacted Sylvan damage is so high with prep that even defensive oriented people cannot tank the prep damage of the class. That means it's probably tuned too high after the prior buffs. If you want a 'damage' way for Sylvan to kill, look for a way to capitalize on the prepped limbs in a way other than heartseed, not a way to make their standard attacks do more damage. This means think of ways to use those limbs, not saying that something exists to abuse broken limbs for Sylvan.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."