I've been talking with different Elemental Lords and some of them have really nice ideas that fits the theme and also possibly make the Elemental Lords more fun to play and stay in.
So I started this thread to air what you like, what you don't like, and what you'd love to see, for Elemental Lords, have fun!Let me start:
Few things that I really like Earth Lords to enjoy:
- Move freely through rubbles without movement delay
- burrow and move underground at a quicker balance
- allow more actions to be done while burrowed: reform, erruption
- burrow above to do Quake-like effect
- put up stone wall, like Gular
- Am also thinking about burrow below and instant travel to people standing on outdoor ground, well.
And for all Elemental Lords
- Coalesce to move to and back from Elemental Planes.
Just few stuffs I'd love to see on Earth Lord.
Comments
Moving freely through rubble (without a balance cost on movement a la leap/evade/etc) would also be ridiculously fucking broken.
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What I want for Air Lord:
Bashing for all Elemental Lords are not good.
Also, their hunting damage output are not affected by arties, at least with my tests, wearing +3 gauntlets vs no gauntlets, as an Earth Lord. Not sure if it's intentional.
I get that the various forms are supposed to appeal to different play styles, but I'm not sure why this applies to out of combat powers. And for air, it seems like there's no tradeoff. They've got solid group utility and a new, powerful momentum fighting style. Why do they also need to have far and away the best utility powers?
Otherwise I am quite happy with it.
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
Fire is hawt.
Water... plants. Farmer you.
19 foot tall Earth monster can’t break puny primes shield, oh yez!
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Juggernaut (Sculpting) Known: Yes
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Syntax: TERRAN JUGGERNAUT <target> <direction>
Details:
By channeling the fury of Garash, you may gather yourself and charge
into a room against a target(*). You will smash through any ice or
stonewalls in your path and knock over any totem the target may be
propping before it can activate.
In addition, the target will be knocked prone and take damage. If the
target has a shield or prismatic barrier, the damage is reduced. If they
do not, they are also stunned for a short time.
* This ability has a windup time during which you may not do anything.
People will follow you when performing this ability.
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Juggernaut is too slow as a lyre break to continue offense. They stand and relyre before you can do anything.
Im not sure if Quake doesn’t anything other than prone them behind the lyre.
Best option is titan then paste, but if you’re not at max shaping to titan, that’s also not an option.
As far as I know, Air also suffers vs lyre. Just stand there staring at them.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
I just want earth-burrow.
I also don't think Titan needs the penalty it has at the end when it already has a ten minute CD.
Tecton-Today at 6:17 PM
What do forsaking Fire (I can guess) and Water do?
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
Disrupt is the worst. Will keep my broken arms.
Little tidbits:
- When someone douses you with water, a funny message of "steam rises from the ever-burning form of X"
- The ability to self-immolate...rather than making a firewall and having to walk through it..then dousing it.
- When you TOUCH someone, it'll set them ablaze (balance included). ~ Thy Discipline is eternal
Offense (just tossing these out there):
- Ability to rise up as a comet and strike down in the area at someone's location.
- A room explosion ability (basically damage to all)..a bit upset firelords didnt get this. They are the most direct and aggressive of elements.
- Ability to call down a blazing meteor to strike a target in the area.
All Elemental Lords:
- Entrance/Exit messages for all Elemental Lords
- Coalesce taking you back to prime. Please admin...
- A selection of appearances you can gain for your elemental lord description. Perhaps one of each that is city-based?
Currently, fire has firewalls, the ability to make room hot, and a few abilities that set a target ablaze (which it can't really even stick), and that's about it. Compare this to magi, which can stack ablaze, start multi-room firestorms, and create massive fire explosions, and I'm having a bit of trouble feeling like much of a master of fire.
I don't want to try to comment on the combat side of things right now, since I don't think I have a great understanding of where the class is in overall balance right now, but if I were to toss out some general thematic ideas:
-The ability to set rooms ablaze/start firestorms/change the room's type (summoning magma?). After watching Jeramun light up entire areas, and trekking through a plane covered in lava fields, I'd love it if fire had some sort of skill that could effect the environment beyond what an enchanted ring can do.
-Some kind of explosive/room damage ability. For an an avatar of fire that's thematically tied to volcanoes, fire lord currently comes out feeling surprisingly restrained right now, having pretty much only single target powers.
-Some kind of comet power like @Asmodron suggests. After watching Jeramun streak around the world, I'd love it if fire lord had something similar, especially if it brought some kind of utility like tracking to the table.
-Some sort of big, flashy capstone power. Right now, incandescence seems intended to fill this role, and while it's neat, I feel like it falls short of capturing the same feeling that the other elements manage. Hydra and Titan, for instance, while having limited combat applicability, have area-wide echoes, some absurdly nice lines when they go off, and capture an overall sense of scale that feels appropriate for an elemental lord. Incandescence is nice, but it's oddly defensive for fire and doesn't feel terribly impactful, in mechanics or description.
And I suppose this is probably just a matter of personal taste, but I can't help but wish that the combat strategy for fire was a -little- less straight forward then it is now. I get that it's supposed to be simple and damage focused, but only having a single kill path and a small set of attacks to get there just doesn't feel great to me. Just a small expansion on how it fights could make the whole thing feel far more dynamic and fun, I think.