maybe things like bbt, behead (this already might), aurify, dsb, absolve, cath, and other finishers could just go through cage/mog and allow them to keep the defence, so it primarily becomes a group survival ability.
There's at least options to bypass it that way, even if finishers aren't the best method of killing
I actually really, really like this idea.
Like you die so instantly that you don't have time to snatch your soul back or something. That would be a really nice way of balancing out the weird incentives the abilities create in 1v1.
Many classes don't have insta-kills, or can't use insta-kills in certain class matchups or vs certain types of curing.
"Fixing" soulcage for some classes and not others would be just as unbalanced as giving some classes free deaths and not others.
"Fixing" soulcage for some classes and not others would be just as unbalanced as giving some classes free deaths and not others.
No. It wouldn't.
It isn't a total solution, sure, but it's a relatively straightforward one. It would be reducing the current imbalance without entirely eliminating it. Some (most) classes being able to deal with cage/mog is better than no classes. It certainly is't "just as unbalanced", it is strictly more balanced.
Just a singular example which can be extrapolated to most others:
If you make soulcage bypassable by absolve, but not Smite, then the entire concept of health vs mana pressure for priest goes away. Smite needs to be able to kill people for Absolve to work. If you make Smite not kill people, then Absolve can't kill people, so now the priest can't use either. The same idea can easily be applied to things like knight damage bursts vs insta-kills, etc.
Not going to get in a huge debate over this one, because I don't really see it as that big of a deal (although soulcage is used far more frequently than angel sacrifice, which apparently warrants massive forum outcries and a witch-hunt for nerfing, despite being worse than soulcage).
We'll keep on doing what we've always done. Fighting necromancers, caging them, and watching them poof back to Mhaldor to wait another 9 hours to regrow some [courage].
Just wanted to weigh in here from the roleplay perspective. The whole point of soulcage, and transmogrify, was so that it would bypass death. Because you don't die, and are transformed, it doesn't count as a death as has already been covered.
I have no place to talk about balances and combat implications as I don't understand them, but that would explain why the deathsight isn't currently a thing.
Could it have some form of "Using his/her mastery of chaos/necromancy, Person narrowly escapes death at the hands of thing-or-person and becomes a chaos lord/lady/necromancy equiv(?)" message? Probably, yeah, and that would give credit if that's what you're after. Still doesn't address whether it counts as fulfilling a contract etc.
Figured I'd paste the AB file as it's public enough (i.e. any throwaway occultist alt can access it):
Congratulations! Your studies have now reached the plateau wherein your mastery of the occult is so great that you can now prepare your body and aura for true transformation. Instead of dying, you will transmogrify into a being of pure chaos--you will become a Chaos Lord. You will receive one change of the body, skin and a very odd miscellaneous change which correspond to the effects listed below. MUTATIONS will show you exactly what the functions of the mutations you have are. It will not show useless mutations (see below).
By raising a barrier between yourself and the Chaos Lord's spirit, you may prevent your transformation from occurring upon death. This barrier can be lowered in the future at a much smaller cost. [I'm guessing this refers to TRANSMOGRIFY DEACTIVATE but I'm not 100% clear on how this works, sorry].
TRANSMOGRIFY STATUS will show the state of the Chaos Lord within your soul, if any.
You may only use this ability once every 3-9 (random) Achaean days.
* Note: The chance for positive changes outweighs the chance for negative changes by nearly a 2-1 margin. It is also possible to get a useless mutation. For instance, bulging muscles that give no strength advantage, or blotchy skin that does not subject you to greater magical damage.
If someone is gonna run on soulcage/mog, chances are they wouldn't bother fighting you at all if they didn't have those abilities.
So what you're saying is that because they have the ability, they get to engage in combat for free, and have a chance to kill you without putting theirself at any risk.
Yes. As a serpent/aff class though, you should definitely have several ways to get that double kill to negate soulcage, so this applies less to you. Paladins and Infernals should be able to get an advantage in on soulcage with targetted arc delphinium on any equilibrium based kill. The classes that suffer the most against soulcage are the same classes that have to deal with vitality as a defense (except maybe Jester), and if someone tanks a kill combo with vitality up, and runs away to redef it, no one is going to complain half as much as they would with soulcage, even though though I am arguing the principles are similar if everyone considers the implications properly and fights appropriately.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
So killing a necromancer sends them out of the game for 9 hours? That's pretty OP. Buff soulcage imo.
Potentially, yes.
While the AB is right in that you'd get a positive more than a negative, there have been awful bad luck streaks where you're stuck on -3 CON, slow eq, and some random arbitrary thing for 9 hours. There's a certain point that you get bad mutations, and the cost/loss of a death (starburst or otherwise) is worth it, so you just kill yourself to at least get to default. Later on though, it's harder to justify.
I call those my paperwork mutations.
Edit to add: I have no idea how this works for necromancy though, sorry!
Necromancy's isn't quite so interesting, unfortunately. It does work just like transmogrify, but it does not grant any extra effects, positive or negative. It costs about 30% essence (which is a good deal) to activate.
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
You could always ask them not to use it, and hope they don't. I don't consider soulcage to be the end of a fight personally (if i am fighting to the death), for some reason people do, I've always treated at as a mega vitality that they can only use once per 4 hours.
I feel like this is more of a peoples perspective/mindset issue rather than a mechanical one.
I don't think it's fair that your opponent has to kill you twice to win a fight, given that neither Infernal/Apostate/Occultist are lacking in any particular area defensively or offensively to merit two lives.
This perspective doubles the length of time someone needs to properly kill you, giving you more consequence-free time to kill them and assuming both parties know how to fight, is a huge advantage.
I'm not suggesting a mechanical change to either Soulcage/Transmogrify but one which credits the killer, which I still think is fair in an equal scenario.
Every class should have a few amazing things. It's fun. And cool. I hate the tendency towards nerfing by committee. All it does is slowly take away everyone's best toys.
If you're nerfing the rezz aspect of Transmog, you should take out the negative mutations. Many of the positive ones verge on useless anyway (eg. resistance to an obscure damage type, +STR/+DEX, endurance regen), compared to crippling stuff like slowed EQ recovery or a sip penalty.
Just a singular example which can be extrapolated to most others:
If you make soulcage bypassable by absolve, but not Smite, then the entire concept of health vs mana pressure for priest goes away. Smite needs to be able to kill people for Absolve to work. If you make Smite not kill people, then Absolve can't kill people, so now the priest can't use either. The same idea can easily be applied to things like knight damage bursts vs insta-kills, etc.
Not going to get in a huge debate over this one, because I don't really see it as that big of a deal (although soulcage is used far more frequently than angel sacrifice, which apparently warrants massive forum outcries and a witch-hunt for nerfing, despite being worse than soulcage).
We'll keep on doing what we've always done. Fighting necromancers, caging them, and watching them poof back to Mhaldor to wait another 9 hours to regrow some [courage].
1. Priest can kill without using smite... easily. I doubt Jaelyth ever uses it. I almost never used it.
2. ...angel sacrifice can be used EVERY 2 MINUTES. That is the only reason it is regarded as insane. Soulcage can be used every 9 hours. Wtf are you on?
a) Fight people who don't have the soulcage ability.
b) try asking them not to use soulcage.
c) ask for a duel where the fight continues beyond soulcage, where you consider it a defence instead of a starburst.
d) Bring a tactic to nullify the effectiveness of soulcage, via killing them with something where you can immediately attack upon soulcage triggering. This may require you changing class, or having to learn something.
e) bring someone to nullify the effectiveness of soulcage when you try to kill the person who has soulcage.
f) don't fight people who have soulcage.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
especially if they blackwind/astralform when the soulcage/transmog hits, right?
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
Do not think credit should be given because they do not actually die. It would also award people who help their friend try and get a better transmog or some such.
It's really not that bad, I find it's more thematic than anything. Grove users can resurrect themselves and their allies everything 15 minutes as they will, whereas necromancers instead can attain a brief touch of immortality every few hours. It's subjective, but I find grove resurrection more consistently useful personally. If anything, holding on to a soulcage in order to avoid contracts etc means you basically can't do anything that would risk you dying in the ~6 hours downtime of not having soulcage if you do die.
I forget the amount of time exactly, but it's pretty prohibitive at a minimum of six hours. It's a fixed time period somewhere between 6 and 9 hours iirc.
It's 6 hours. It's just a free starburst - you lose all your defenses.
The only legitimate complaint is when you are trying to complete a contract against a soulcage user. Complaints about ganks and duels are irrelevant.
There's also the benefit of how much essence you save. A player who cages once a RL day would save over 20 million essence per year off soulcage alone (and likewise you deprive the opposition from gaining that essence).
Necromancers can already make bodies of both allies and enemies into a powerful weapon. Would rather have that than devo rez, just have a non-com Alchemist ready to rez and don't embrace immediately upon death if an ally picked up your corpse.
If you're having trouble killing someone after they basically burst, and have no defenses, you may want to reevaluate your step up.
Not arguing either way, but this point is largely invalid for most classes in most situations. When you burst you regain balance and EQ, you're standing, you lose all your afflictions, etc. People have to actually use balance/eq to land a killing blow 90% of the time. This means after that Knight fatally disembowels you they're off balance for ~2.7s, you're no longer engaged for Isaz, whatever. Monk finally BBTs you fatally and is off balance for ~3.6s, they didn't even have any hinder to begin with and you have all the time you could want to walk away, they lose their mind lock so no mind travel or whatever. Obviously this is more the case for classes that can't traditionally lock->voyria or whatever other balanceless killing blow is available to them.
A lot of the nature of Achaean combat allows for someone who doesn't wish to die to not die, and when you burst that is typically a wish come true.
It's 6 hours. It's just a free starburst - you lose all your defenses.
The only legitimate complaint is when you are trying to complete a contract against a soulcage user. Complaints about ganks and duels are irrelevant.
It's not a free starburst since the necromancer retains his exp and a starburst gives a deathsight. I'm not arguing about the former but the latter.
My point is, killing a necromancer/occultist should merit some credit for the winner. The argument of "just kill them twice/treat it like a defense" to gain some semblance of credit for a kill is ridiculous because there's nothing about necromancers/occultists that makes them easier to fight against then any other class.
They already have blackwind/astralform which they can trigger on death.
Comments
Many classes don't have insta-kills, or can't use insta-kills in certain class matchups or vs certain types of curing.
"Fixing" soulcage for some classes and not others would be just as unbalanced as giving some classes free deaths and not others.
It isn't a total solution, sure, but it's a relatively straightforward one. It would be reducing the current imbalance without entirely eliminating it. Some (most) classes being able to deal with cage/mog is better than no classes. It certainly is't "just as unbalanced", it is strictly more balanced.
Just a singular example which can be extrapolated to most others:
If you make soulcage bypassable by absolve, but not Smite, then the entire concept of health vs mana pressure for priest goes away. Smite needs to be able to kill people for Absolve to work. If you make Smite not kill people, then Absolve can't kill people, so now the priest can't use either. The same idea can easily be applied to things like knight damage bursts vs insta-kills, etc.
Not going to get in a huge debate over this one, because I don't really see it as that big of a deal (although soulcage is used far more frequently than angel sacrifice, which apparently warrants massive forum outcries and a witch-hunt for nerfing, despite being worse than soulcage).
We'll keep on doing what we've always done. Fighting necromancers, caging them, and watching them poof back to Mhaldor to wait another 9 hours to regrow some [courage].
I have no place to talk about balances and combat implications as I don't understand them, but that would explain why the deathsight isn't currently a thing.
Could it have some form of "Using his/her mastery of chaos/necromancy, Person narrowly escapes death at the hands of thing-or-person and becomes a chaos lord/lady/necromancy equiv(?)" message? Probably, yeah, and that would give credit if that's what you're after. Still doesn't address whether it counts as fulfilling a contract etc.
Figured I'd paste the AB file as it's public enough (i.e. any throwaway occultist alt can access it):
-
One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
While the AB is right in that you'd get a positive more than a negative, there have been awful bad luck streaks where you're stuck on -3 CON, slow eq, and some random arbitrary thing for 9 hours. There's a certain point that you get bad mutations, and the cost/loss of a death (starburst or otherwise) is worth it, so you just kill yourself to at least get to default. Later on though, it's harder to justify.
I call those my paperwork mutations.
Edit to add: I have no idea how this works for necromancy though, sorry!
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
This perspective doubles the length of time someone needs to properly kill you, giving you more consequence-free time to kill them and assuming both parties know how to fight, is a huge advantage.
I'm not suggesting a mechanical change to either Soulcage/Transmogrify but one which credits the killer, which I still think is fair in an equal scenario.
[ SnB PvP Guide | Link ]
If you're nerfing the rezz aspect of Transmog, you should take out the negative mutations. Many of the positive ones verge on useless anyway (eg. resistance to an obscure damage type, +STR/+DEX, endurance regen), compared to crippling stuff like slowed EQ recovery or a sip penalty.
1. Priest can kill without using smite... easily. I doubt Jaelyth ever uses it. I almost never used it.
2. ...angel sacrifice can be used EVERY 2 MINUTES. That is the only reason it is regarded as insane. Soulcage can be used every 9 hours. Wtf are you on?
CONTRACT KILLS IGNORE SOULCAGE/TRANSMOGRIFY
[ SnB PvP Guide | Link ]
a) Fight people who don't have the soulcage ability.
b) try asking them not to use soulcage.
c) ask for a duel where the fight continues beyond soulcage, where you consider it a defence instead of a starburst.
d) Bring a tactic to nullify the effectiveness of soulcage, via killing them with something where you can immediately attack upon soulcage triggering. This may require you changing class, or having to learn something.
e) bring someone to nullify the effectiveness of soulcage when you try to kill the person who has soulcage.
f) don't fight people who have soulcage.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
[ SnB PvP Guide | Link ]
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
If it gives a deathsight, might as well ding some XPs and make the transcendent Necro ability a free starburst.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
I forget the amount of time exactly, but it's pretty prohibitive at a minimum of six hours. It's a fixed time period somewhere between 6 and 9 hours iirc.
The only legitimate complaint is when you are trying to complete a contract against a soulcage user. Complaints about ganks and duels are irrelevant.
Necromancers can already make bodies of both allies and enemies into a powerful weapon. Would rather have that than devo rez, just have a non-com Alchemist ready to rez and don't embrace immediately upon death if an ally picked up your corpse.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
A lot of the nature of Achaean combat allows for someone who doesn't wish to die to not die, and when you burst that is typically a wish come true.
Come join the Achaea discord!
My point is, killing a necromancer/occultist should merit some credit for the winner. The argument of "just kill them twice/treat it like a defense" to gain some semblance of credit for a kill is ridiculous because there's nothing about necromancers/occultists that makes them easier to fight against then any other class.
They already have blackwind/astralform which they can trigger on death.
[ SnB PvP Guide | Link ]