Testing on a sirrocian orc, squeeze did 16%, and with sensitivity it did a pleasant 20% so I suppose they do affect battlerage abilities, but the afflictions obviously don't work on golems, which seems to make sense, now that I think about it
That sounds about right. So ya, most efficient magi rage use is the scenario above.
[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
@Alaskar Finally, someone discovers what true gleam addiction does for you. You take enough gleam, your BR generation goes to the moon.
Could this become a real thing please I've been dying for gleam to have a utility since it was introduced.
Enough gleam gives you +1 dex, I thought.
Not to derail this or anything, but +1 dex is pretty meagre. For most people, it's almost certainly not worth it.
I've always wished there were a bigger incentive to use gleam - the tension between the short-term benefits of doing drugs and the potential for harm is not super interesting without more serious short-term benefits. Rather than an interesting tension, it's mostly just an RP thing whenever anyone decides to do it for a brief while.
The problem has always been that the short term benefits obviously can't be euphoria like make real-life drugs (since players presumably don't care about text-euphoria) and any substantive combat implications could get ugly - you don't want people to feel obligated to do gleam to compete or for gleam to become another basic upkeep cost for combatants.
But having it affect rage generation wouldn't have that problem, and sort of fits the notion of the crazy stimulant gleam is supposed to be.
I really hope they'll consider putting this in. What a cool idea.
Does anyone else feel like fights take a bit longer now? I went to Great Rock today and it felt like I took about twice as long as I used to to fight the acolytes.
tyvm 2 bill gates & the gamecube paint 4 my profile pic
Does anyone else feel like fights take a bit longer now? I went to Great Rock today and it felt like I took about twice as long as I used to to fight the acolytes.
they do take a bit longer, which I guess is part of the intention. Your exp/hour should be roughly the same as (if not better then) before, gold/hour seems to still be undergoing some balancing.
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."
So Recklessness feels pretty useless now. Recklessness stops shield for 9 seconds at a cost of 18 Rage (at least for Shaman, I assume it's the same for others). The new shield breaks cost 17 Rage to remove a shield for 10 seconds. 18 rage for 9 seconds vs. 17 rage for 10 seconds seems like kind of a no-brainer.
Also, I just tested Korkma on a Sirrocian orc and it looks like Fear still isn't doing anything at all.
Kind of disappointed that neither of the shaman afflictions seem to be useful at all right now.
The battlerage afflictions are probably not designed around solo hunting useage
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."
So Recklessness feels pretty useless now. Recklessness stops shield for 9 seconds at a cost of 18 Rage (at least for Shaman, I assume it's the same for others). The new shield breaks cost 17 Rage to remove a shield for 10 seconds. 18 rage for 9 seconds vs. 17 rage for 10 seconds seems like kind of a no-brainer.
Also, I just tested Korkma on a Sirrocian orc and it looks like Fear still isn't doing anything at all.
Kind of disappointed that neither of the shaman afflictions seem to be useful at all right now.
The battlerage afflictions are probably not designed around solo hunting useage
Being in a group doesn't change either of these issues.
It's still better to use a shieldbreak than Recklesness. 17 < 18 and 9 < 10 whether you're alone or in a group. Fear still does seemingly nothing at all.
They can be consumed to power big attacks, but every other affliction actually does something useful too.
The battlerage afflictions are probably not designed around solo hunting useage
Being in a group doesn't change either of these issues.
It's still better to use a shieldbreak than Recklesness. 17 < 18 and 9 < 10 whether you're alone or in a group. Fear still does seemingly nothing at all.
They can be consumed to power big attacks, but every other affliction actually does something useful too.
Adding to the point, I can't tell you how many times since this change has gone in that BOTH of the bard affs have saved mah life.
Is anyone else having to reCONFIG RAGEMSG all their settings on every login? Smells like a bug to me, but could be intentional? Or something on my end.
Priests and paladins: why is it that for classes that are tied to one another via bloodsworn, the priest afflictions have no overlap benefit with paladin battlerage abilities? One would think that priests and paladins would have -something- to reflect the traditional synergy between devotionists.
Priests and paladins: why is it that for classes that are tied to one another via bloodsworn, the priest afflictions have no overlap benefit with paladin battlerage abilities? One would think that priests and paladins would have -something- to reflect the traditional synergy between devotionists.
Purely something that was overlooked, that's all. We focused on making sure the important combos would be available to all factions but didn't drill down to that level. Battlerage involved a lot of fiddly spreadsheets with a lot of data on them and we just flat-out forgot to think about that. Probably worth rectifying at some point, but honestly, also not a priority. As with all ideas, I'd suggest idea'ing it.
Comments
I've always wished there were a bigger incentive to use gleam - the tension between the short-term benefits of doing drugs and the potential for harm is not super interesting without more serious short-term benefits. Rather than an interesting tension, it's mostly just an RP thing whenever anyone decides to do it for a brief while.
The problem has always been that the short term benefits obviously can't be euphoria like make real-life drugs (since players presumably don't care about text-euphoria) and any substantive combat implications could get ugly - you don't want people to feel obligated to do gleam to compete or for gleam to become another basic upkeep cost for combatants.
But having it affect rage generation wouldn't have that problem, and sort of fits the notion of the crazy stimulant gleam is supposed to be.
I really hope they'll consider putting this in. What a cool idea.
I don't mean a little gleam. I mean:
You, Sir, are evil.
Maybe if you add a crippling loss to bloodrage over use., but even then, no thanks.
If by chance this idea does become a thing, please also consider adding an alternative that Team Good can use.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Also, I just tested Korkma on a Sirrocian orc and it looks like Fear still isn't doing anything at all.
Kind of disappointed that neither of the shaman afflictions seem to be useful at all right now.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
It's still better to use a shieldbreak than Recklesness. 17 < 18 and 9 < 10 whether you're alone or in a group. Fear still does seemingly nothing at all.
They can be consumed to power big attacks, but every other affliction actually does something useful too.
Priests and paladins: why is it that for classes that are tied to one another via bloodsworn, the priest afflictions have no overlap benefit with paladin battlerage abilities? One would think that priests and paladins would have -something- to reflect the traditional synergy between devotionists.