Classleads September 2014

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Comments

  • edited October 2014
    I don't want to give too many damnation hints because of its strength right now, but other than a couple things it's pretty decently consistently possible.

    And vivisect can be stopped by smart curing but you don't see people fixing that.
  • edited October 2014
    It's absolutely way better and "easier" to pull off than the majority of the people I speak to about it believe it to be, but having studied it in great detail, I see absolutely no way you could call it "unstoppable".  It's relatively easy to cure out of and prevent, and it's also very heavily telegraphed.  I'd say that it's comparable to vivisect from a curing perspective, but requires significantly more skill to pull off offensively.

    edit: Ya changed "unstoppable" to "consistently possible" which I agree with far more.  It's a well-balanced skill that an always be prevented if predicted correctly, and is still very difficult to achieve, particularly without godly rapiers.  I think it's just fine where it is - although I maintain that the hellsight change might actually be a nerf as far as Damnation is concerned.

  • So, I mis-read the announce.  My understanding was that Hellsight had been changed to EATING valerian (of all things).  Obviously, this is dramatically different that what actually happened.

    With that in mind, most of what I said about the changes to paladin/priest/apostate are totally wrong.

    The change is relatively minor, and in my opinion, sucks.  I (personally) absolutely despise the addition of even more RNG into affliction combat.  There are better ways to "fix" Damnation & hellsight in general than this, but I suppose we'll have to wait for another round of classleads to submit them.
  • It is a smallish buff to Priest, slightly larger to Apostate, but it opens up silly damnation strategies that are just RNG.
  • edited October 2014

    I agree actually.  I think gravehands on soulspear is significantly more OP than it was before.  Not sure wtf they were thinking on that one.  Now instead of one person being 100% guaranteed to be f*^ked from soulspear + Naga squad, now everyone in the entire damn room is screwed.

    ... also ... WTB LoS Piety?
  • Better for serpent/blademaster at least, so I'm happy
  • Can shield now too. That's huge :).

    RIP mhaldor, time to learn how to fight eh?
    image
  • I just realised... Great success, @Lilian!

    Report #185
    -------------------------------------------------------------------------------
    Submitted by: Lilian         Status      : Approved                 Priority : 4
    Skill       : Elementalism   Ability     : Staff
    -------------------------------------------------------------------------------
    Problem:
    The willpower cost to use Staffcast is currently huge. It is very easy to run out of willpower while 
    hunting in little under 20 or so minutes, basically requiring the Magi to make sure they have well 
    invested lessons in Philosophy to just sustain normal hunting. (To put this in perspective: I spent 
    about 13k willpower to earn 4%, where as before I would spend 13k endurance and earn twice, if not a 
    bit more then that. I have 14 fitness and 12 Philosophy. That is a pretty huge disparity.)
    -------------------------------------------------------------------------------
    Solution #1:
    Lower the willpower cost on Staffcast
    Solution #2:
    Make an element specific to hunting that really only does -good- damage against denziens with a 
    reduced willpower rate, but make it less effective against players if solution 1 has to big of an 
    impact on player combat
    Solution #3:
    -------------------------------------------------------------------------------
    Decision:
    We'll cut it by about 30% or so.
    -------------------------------------------------------------------------------


  • RuthRuth Singapore
    edited October 2014
    Waiting to see how much earring spam exactly we'll see people use to get out of gravehands soulspear ganks.

    I think it'll be interesting to see how this change would affect our melee makeup.
    "Mummy, I'm hungry, but there's no one to eat! :C"

     

  • I like the soulspear/transverse changes, gives Mhaldor a pretty awesome melee rush combo. Throw soulspear and transverse a group onto the target. (can targ has pilg spear pls?)

  • Can someone post the announce here?
  • ANNOUNCE NEWS #4220                                     (10/07/2014 at 04:30)  
    From   : Tecton, the Terraformer
    To     : Everyone
    Subject: October 2014 Classlead Changes - Part I
    -------------------------------------------------------------------------------
    We've been going through the great many CLASSLEAD submissions over the weekend, and have started work on the massive list of changes across all of our classes! Here's the first batch of them, which are now live:

    Apostasy
    --------
    * HELLSIGHT is now cured by the valerian/realgar herb/mineral, instead of elm/cinnabar. This change also applies to its Devotion counterpart.
    * SHADOWSTRIKE can no longer be initiated while prone.

    Curses
    ------
    * SWIFTCURSE equilibrium cost has been reduced.
    * SWIFTCURSE is no longer a timed defence. It will now affect the Shaman's next 10 curses.
    * Skull pendants now extend the number of curses that SWIFTCURSE augments by 2/4/6 (L1/2/3).
    * BREACH is now unaffected by SWIFTCURSE and does not count towards its charges.
    * HAEMOPHILIA has been added to the skill.
    * DISCERN has been added to the skill.

    Kaido
    -----
    * ENFEEBLE can no longer be done while prone, entangled, or paralysed.
    * CHOKE can no longer be done while prone, entangled, or paralysed.

    Necromancy
    ----------
    * DESECRATE will now be an instant action if the rite owner is not in the room.
    * TRANSVERSE no longer requires GRAVEHANDS in the destination room, but turns into a channeled spell when that conduit does not exist.
    * TRANSVERSE no longer requires the target to be a necromancer if GRAVEHANDS are in the room.
    * TRANSVERSE has had its essence cost reduced.
    * LEPROSY has had its equilibrium cost reduced.
    * SOULSPEAR has been reworked. Instead of impaling the target on a successful strike, it will now summon GRAVEHANDS in the room of the target. This effect will not occur if the spear strikes a shielded opponent.

    Puppetry/Vodun
    --------------
    * THROTTLE now only requires 1 fashion, and does not consume a fashion from the puppet/doll if the target is in the same room.
    * IMBIBE will no longer do damage to/awaken the target.

    Survival
    --------
    * BREATHING will no longer drop on every command. It will now only drop on offensive actions and those that use balance and equilibrium.
    * Stubborn mules will be invincible for Hasar only. Haha he's so cool.

    Telepathy
    ---------
    * GLANCE will now pierce the shrouding benefits of Veils/GROVE CONCEALMENT on a MIND LOCKed adventurer. This does come at a higher equilibrium cost.

    Penned by My hand on the 5th of Scarlatan, in the year 666 AF.


  • Trade you pilgspear for deliver.
  • Pilgstream
  • Those soulspear changes - bards getting targeted first, now!
  • Part II

    ANNOUNCE NEWS #4221                                     (10/07/2014 at 23:31)  
    From   : Tecton, the Terraformer
    To     : Everyone
    Subject: October 2014 Classlead Changes - Part II
    -------------------------------------------------------------------------------
    Another batch of classlead changes is now live! Here's all of the relevant details:

    Healing
    -------
    * INSOMNIA healing no longer consumes healing balance.
    * SPIRITLASH will no longer consume equilibrium if it strikes a shield.
    * HEALing now requires two functioning arms to perform.
    * BEDEVILed afflictions from the active ability are now considered masked to server-side curing, requiring the 
    victim to DIAGNOSE.
    * BEDEVILed afflictions from the passive defence now give a notification to the priest.
    * The SPIRIT channel is no longer required for HEALing yourself.
    * DISRUPT now requires the SPIRIT channel to be active.

    Physiology
    ----------
    * TEMPER bonuses will no longer apply in the lower temper ranges. They now only apply after the 6th temper.
    * TRUEWRACK afflictions are no longer masked.
    * TRUEWRACK can now afflict two ailments from the relevant humour pools without a fluid prerequisite.
    * SANGUINE humour's passive bleeding increase has been capped.
    * SANGUINE inundation now scales with the victim's maximum health.
    * PHLEGMATIC inundation will now always deliver afflictions in a set order.

    Runelore
    --------
    * PITHAKAN's runeblade effect has been repurposed. It will now drain mana from the victim rather than adding a 
    random amount of limb damage.
    * DAGAZ will now fire on a consistent schedule, rather than a random one.

    Tattoos
    -------
    * TREE tattoo recovery time has been increased slightly.

    Telepathy
    ---------
    * DISRUPTed individuals now have a small window in which they are immune to further DISRUPTs.

    Misc. / Artefacts
    -----------------
    * SEDUCE (Siren racial ability) and the Scorpion tail artefact are no longer usable alongside classes with a 
    class-specific balance.
    * Limb damage will now heal itself in 3 minutes, instead of 5.
    * Earrings of Sinope now have a small "wind-up" before the movement occurs. Being hindered when the command is 
    entered, or the movement is scheduled will cause it to fail.
    * Equilibrium reducing items/effects have been tweaked slightly, resulting in a diminishing return in the very 
    high end. This will not affect most people, only those who stack class skills, traits, and artefacts with 
    things like the Equilibrium Gem relic and other items.

    Stay tuned for the next batch very soon!

    Penned by My hand on the 24th of Scarlatan, in the year 666 AF.


  • Awesome round of 'leads, big thanks to @Tecton, @Makarios, and everyone else involved - including all of the good submissions.

    Out of curiosity, what was the thinking behind the Pithakan change?  Not saying it's a bad one, I just don't see what the point is - and I think my classlead (#29) to prevent Pithakan procs from breaking limbs (early) would have been a slightly better direction for it.
  • Primary motivation was to open up some more options pending further knight changes. Increased limb damage is a bit of a pain to have to factor in when balancing certain upcoming things, and the mana pressure should give runewarden some interesting options.
  • Curious to see how much it drains and what stats/effects, if any, change it.
  • I don't like the mana drain change. No reason... >_>
  • Ernam said:
    Curious to see how much it drains and what stats/effects, if any, change it.
    Seems to drain about 10%.
    retired
  • Someone post the results from testing the earring change.

    Everyone should have tested it by nowwwwwwwwwww
    [2:41:24 AM] Kenway: I bet you smell like evergreen trees and you could wrestle boreal mammals but they'd rather just cuddle you
  • Seifur said:
    Ernam said:
    Curious to see how much it drains and what stats/effects, if any, change it.
    Seems to drain about 10%.
    Pretty huge buff for Targ/Mhaldor, especially against monks. It's almost impossible to drain anyone's mana to < 250 in 1 vs 1, if you take stuff like running away, moss, active hindering and flying into account.

    [ SnB PvP Guide | Link ]

    [ Runewarden Sparring Videos | Link ]
  • AustereAustere Tennessee
    edited October 2014
    Edit: dumb question.  Sorry. 
  • Kuy said:
    Someone post the results from testing the earring change.

    Everyone should have tested it by nowwwwwwwwwww

    1 second windup?   :s

    So many half-measures.
  • CaladbolgCaladbolg Campbell County TN
    Goggo said:
    Part II

    ANNOUNCE NEWS #4221                                     (10/07/2014 at 23:31)  
    From   : Tecton, the Terraformer
    To     : Everyone
    Subject: October 2014 Classlead Changes - Part II
    -------------------------------------------------------------------------------
    Another batch of classlead changes is now live! Here's all of the relevant details:

    Healing
    -------
    * INSOMNIA healing no longer consumes healing balance.
    * SPIRITLASH will no longer consume equilibrium if it strikes a shield.
    * HEALing now requires two functioning arms to perform.
    * BEDEVILed afflictions from the active ability are now considered masked to server-side curing, requiring the 
    victim to DIAGNOSE.
    * BEDEVILed afflictions from the passive defence now give a notification to the priest.
    * The SPIRIT channel is no longer required for HEALing yourself.
    * DISRUPT now requires the SPIRIT channel to be active.

    Physiology
    ----------
    * TEMPER bonuses will no longer apply in the lower temper ranges. They now only apply after the 6th temper.
    * TRUEWRACK afflictions are no longer masked.
    * TRUEWRACK can now afflict two ailments from the relevant humour pools without a fluid prerequisite.
    * SANGUINE humour's passive bleeding increase has been capped.
    * SANGUINE inundation now scales with the victim's maximum health.
    * PHLEGMATIC inundation will now always deliver afflictions in a set order.

    Runelore
    --------
    * PITHAKAN's runeblade effect has been repurposed. It will now drain mana from the victim rather than adding a 
    random amount of limb damage.
    * DAGAZ will now fire on a consistent schedule, rather than a random one.

    Tattoos
    -------
    * TREE tattoo recovery time has been increased slightly.

    Telepathy
    ---------
    * DISRUPTed individuals now have a small window in which they are immune to further DISRUPTs.

    Misc. / Artefacts
    -----------------
    * SEDUCE (Siren racial ability) and the Scorpion tail artefact are no longer usable alongside classes with a 
    class-specific balance.
    * Limb damage will now heal itself in 3 minutes, instead of 5.
    * Earrings of Sinope now have a small "wind-up" before the movement occurs. Being hindered when the command is 
    entered, or the movement is scheduled will cause it to fail.
    * Equilibrium reducing items/effects have been tweaked slightly, resulting in a diminishing return in the very 
    high end. This will not affect most people, only those who stack class skills, traits, and artefacts with 
    things like the Equilibrium Gem relic and other items.

    Stay tuned for the next batch very soon!

    Penned by My hand on the 24th of Scarlatan, in the year 666 AF.
    Should def offer blademasters + hit on the band or reduce the amount of dodging you can get for dex stacking+ weaving+ mount +trait + raja + whatever else.

    5 Minutes was hard enough on artied dodgers.. 3 .. meh

    (And yes I was in thyr.) (and yes im talking about Strata  and strata alone)


  • I did frequently run into limbs resetting mid-fight already, not sure I am a fan of this change, nor do I understand why it was necessary.  I suppose it does stop slow-prep, however at 3 minutes, it also screws with normal prep.
  • edited October 2014
    TRUEWRACK can now afflict two ailments from the relevant humour pools without a fluid prerequisite.
    I suppose this counter-balances the unmasking of truewrack afflictions, but holy catballs batman.

    Also, does anybody know how Sanguine is capped?  Am I going to get bled for 2k still?
  • CaladbolgCaladbolg Campbell County TN
    edited October 2014
    Ernam said:

    I did frequently run into limbs resetting mid-fight already, not sure I am a fan of this change, nor do I understand why it was necessary.  I suppose it does stop slow-prep, however at 3 minutes, it also screws with normal prep.
    Because Certain people feel that it's unbalanced how you can leave the room and all the afflictions you have are gone and they want to run to city every time you have to run out to live vs them but don't want to wait 5 minutes for limbs to reset.

    And doesn't take into consideration the work you have to put into preping a limb (bypassing parry, counting limbs, actually hitting the person, ect ect.)

    In other words.. should be fine for monks, knights who don't have soulpiercers and blademasters will suffer against high dex/weaving targets however.

    (Also knight prep atm is absolute balls but we're getting knight changes so that should make a difference)

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