I didn't read most of this thread, so this may have already been said, but it's not really the eq gem/staff that's the problem. It's perma-disrupt.
Perma-disrupt is a problem beyond the eq gem/staff combo (it can be done easily with two monks and none of those eq boosts). It shouldn't be possible to keep a person permanently off eq imo, because it literally removes all of their options and makes it so they might as well just walk away from their computer screen, but that's a matter of the way disrupt stacks, not eq gem + staff.
Also, @Jhui may be OP, but just go lolpriestmode on him and he'll cry.
This is slightly off topic, but why does everyone keep saying Targ is all alts? Most of the people I have met were in Shallam before it was removed, and have been established for a long time. If anything, we seem to be rife with actual newcomers.
Well, tbf, just because a person was in Shallam doesn't mean they aren't an alt. Ernam, for example, was a Shallamese alt. And there are others.
Don't think there are really any more alts in Targ than anywhere else, though. I also don't think that is said very often. Probably only said repeatedly by a select few people.
This is slightly off topic, but why does everyone keep saying Targ is all alts? Most of the people I have met were in Shallam before it was removed, and have been established for a long time. If anything, we seem to be rife with actual newcomers.
It was a popular sentiment in the eternal forum-peen measuring contests around the time Targ was founded because there was a perceived (no idea how big it actually was) rash of people making alts there to check out what it was like, etc. Haven't seen it nearly as much recently, and it'll presumably continue to fade with time.
Well, tbf, just because a person was in Shallam doesn't mean they aren't an alt. Ernam, for example, was a Shallamese alt. And there are others.
Don't think there are really any more alts in Targ than anywhere else, though. I also don't think that is said very often. Probably only said repeatedly by a select few people.
Shecks (my first character) was Shallamese (Dawnstrider) for quite a long time. I made Ernam because I really loved playing in Shallam, even if Shecks wanted to go join the Shadowsnakes for some assassin/thief RP. Glad I could dodge this character assassination bullet - I'm ready for round 2.
As long as it is possible to disrupt equilibrium longer than the ability's actual balance cost to do inflict it, it is going to be broken.
Even if it didn't overlap, players can still be disrupted if off limb balance, which means that it'd be a simple matter of timing the use of the mind disrupt command every [insert duration of eq disruption] to achieve the exact same effect. Since absolutely nothing in the game stops Mind Disrupt, it isn't as if 10ms of "window" between disrupts would allow any form of prevention, aside from active hindrance like hangedman, however since all forms of active hindrance also require balance to use, the effect (permanently removing the target's balance) is identical.
TIL american major league sports are socialist bc top draft picks go to worse teams on the basis of the fallacious opinion that balanced games are more fun to play/spectate, thnx strata
on a serious note: Ernam, your lengthy post a page ago was one of the most insightful/productive things I've seen you say here, thank you for sharing. Bandwagoning and the one-way ratchet is a serious problem, and there's not much anyone can say to plausibly deny that (for reference, Austere's logic on the downside was: we have too many artied raiders so sometimes Jhui turns some away).
This is in response to anyone who ever said IRE simply cannot be blamed for this sort of thing (they can be, it's a game design thing).
Also while I'm pretending to be a logical, reasonable person, how come damage generally has diminishing returns, but balance reductions don't? Or do they? Personally, if I were doing a game where speed was a huge deal, I'd totally have a ton of ways to increase it, but have them be diminishing as all heck (kind of like rapiers, only with more options and less blatant RNG gambling, because RNG sucks in PvP).
The problem, to me, is that flat damage can be scaled up without too much consequence because so can damage reduction, but affliction rate cannot be scaled up in the same way because there's no way to also reduce herb balance/focus/tree/etc with artefacts.
If we had similar means to increase the rate at which afflictions can be cured, faster EQ/balance would not be quite as curb-stompingly powerful.
The problem, to me, is that flat damage can be scaled up without too much consequence because so can damage reduction, but affliction rate cannot be scaled up in the same way because there's no way to also reduce herb balance/focus/tree/etc with artefacts.
If we had similar means to increase the rate at which afflictions can be cured, faster EQ/balance would not be quite as curb-stompingly powerful.
You're right that there's no way to reduce X healing balance with artefacts, but that's a simplistic view of things. The fact is that, while there's very little choice and most combatants are assumed to have all healing effects, there are multiple healing effects, and they constitute as an increase in healing rate.
Another way to increase healing rate is to mitigate the opponent's affliction rate. This, however, is usually done tactically rather than strategically (except where strategic acquisitions allows for additional tactical options, such as "teehee, I have wings and you doonn'tt"). Therefore, this usually falls down to skill.
Affliction rate is scaled up strategically in a way similar to, but far more expensive than healing rate, so the assumption that everyone has them is a bit less prevalent. A tree tattoo costs a few inks or a hundred credits to make permanent. A level three band costs sixteen thousand credits.
Tactical options for affliction rate are essentially class specific killing techniques, with sometimes artefacts or other things allowing for more options (like that time when magi + bow = death), so it's hard to talk about those because they usually fall down to skill.
tl;dr: There are plenty of ways to modify affliction and curing rate, it's just there's little element of choice (only "do I have it yet or not?") at the strategic level outside which class you are (and if you're serpent, I guess how much Dex you build toward having) - all of it is at the tactical level.
I don't think immediate diminishing returns would be good, since a lot of classes are balanced around quick-witted and aldar (although there are ways to work around that).
I think the best way to handle the eq stacking phenomenon is diminishing returns over 25% and a cap at 40% reduction (167% of normal speed). The 40% cap would be -after- reduction, so would require something like 60% or more pre-diminishing-returns reduction to achieve. Still gets you additional advantage, but tapers off on the extreme end, just like stats.
Example chart of diminishing returns results: (total eq reduction modifiers : output reduction)
I think the problem with this thread is that people are assuming, and thus forfeiting, all of the relics to me and resorting to crying instead of doing something. Grow a pair and get some for yourself, use them against me, and experience what it's like to have something overpowered that is achievable in game, and not via buying credits.
Just be glad I don't have huskmaker, lifegiver, eye, war veil, and paincatcher stacked with it, you pansies.
I am wading in here to say that though we have been really fluid with language rules: don't push. Also, let's be as least jerky as possible to one another in order avoid landing in Sartanz Slave Pit: open to more than Celani.
I think the problem with this thread is that people are assuming, and thus forfeiting, all of the relics to me and resorting to crying instead of doing something. Grow a pair and get some for yourself, use them against me, and experience what it's like to have something overpowered that is achievable in game, and not via buying credits.
Just be glad I don't have huskmaker, lifegiver, eye, war veil, and paincatcher stacked with it, you pansies.
Just to clarify, balance reductions already do have diminishing returns. The suppositions about how fast you can get with all the possible bonuses stacking is way off mark.
Comments
I didn't read most of this thread, so this may have already been said, but it's not really the eq gem/staff that's the problem. It's perma-disrupt.
Perma-disrupt is a problem beyond the eq gem/staff combo (it can be done easily with two monks and none of those eq boosts). It shouldn't be possible to keep a person permanently off eq imo, because it literally removes all of their options and makes it so they might as well just walk away from their computer screen, but that's a matter of the way disrupt stacks, not eq gem + staff.
Also, @Jhui may be OP, but just go lolpriestmode on him and he'll cry.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
Well, tbf, just because a person was in Shallam doesn't mean they aren't an alt. Ernam, for example, was a Shallamese alt. And there are others.
Don't think there are really any more alts in Targ than anywhere else, though. I also don't think that is said very often. Probably only said repeatedly by a select few people.
Shecks (my first character) was Shallamese (Dawnstrider) for quite a long time. I made Ernam because I really loved playing in Shallam, even if Shecks wanted to go join the Shadowsnakes for some assassin/thief RP. Glad I could dodge this character assassination bullet - I'm ready for round 2.
Learn to read my posts please.
@Florentino
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
How is calling Ernam an alt a character assassination? Wtf. Xinna is/was an "alt."
It's not an insult. You continue to surprise me.
on a serious note: Ernam, your lengthy post a page ago was one of the most insightful/productive things I've seen you say here, thank you for sharing. Bandwagoning and the one-way ratchet is a serious problem, and there's not much anyone can say to plausibly deny that (for reference, Austere's logic on the downside was: we have too many artied raiders so sometimes Jhui turns some away).
This is in response to anyone who ever said IRE simply cannot be blamed for this sort of thing (they can be, it's a game design thing).
Also while I'm pretending to be a logical, reasonable person, how come damage generally has diminishing returns, but balance reductions don't? Or do they? Personally, if I were doing a game where speed was a huge deal, I'd totally have a ton of ways to increase it, but have them be diminishing as all heck (kind of like rapiers, only with more options and less blatant RNG gambling, because RNG sucks in PvP).
If we had similar means to increase the rate at which afflictions can be cured, faster EQ/balance would not be quite as curb-stompingly powerful.
Another way to increase healing rate is to mitigate the opponent's affliction rate. This, however, is usually done tactically rather than strategically (except where strategic acquisitions allows for additional tactical options, such as "teehee, I have wings and you doonn'tt"). Therefore, this usually falls down to skill.
Affliction rate is scaled up strategically in a way similar to, but far more expensive than healing rate, so the assumption that everyone has them is a bit less prevalent. A tree tattoo costs a few inks or a hundred credits to make permanent. A level three band costs sixteen thousand credits.
Tactical options for affliction rate are essentially class specific killing techniques, with sometimes artefacts or other things allowing for more options (like that time when magi + bow = death), so it's hard to talk about those because they usually fall down to skill.
tl;dr: There are plenty of ways to modify affliction and curing rate, it's just there's little element of choice (only "do I have it yet or not?") at the strategic level outside which class you are (and if you're serpent, I guess how much Dex you build toward having) - all of it is at the tactical level.
I think the best way to handle the eq stacking phenomenon is diminishing returns over 25% and a cap at 40% reduction (167% of normal speed). The 40% cap would be -after- reduction, so would require something like 60% or more pre-diminishing-returns reduction to achieve. Still gets you additional advantage, but tapers off on the extreme end, just like stats.
Example chart of diminishing returns results: (total eq reduction modifiers : output reduction)
10%: =
15%: =
20%: =
25%: =
30%: 29%
35%: 32%
40%: 35%
45%: 37%
50%: 38%
55%: 39%
>= 60%: 40%
Just be glad I don't have huskmaker, lifegiver, eye, war veil, and paincatcher stacked with it, you pansies.
The amount of EQ reduction achievable right now with the staff is still ridiculous, though.