I wanted to submit a classlead about this, but could not come up with a good enough solution. I'm also not confident that I'm not missing something here. Could we discuss this and see if there's a solution in-game that we might not know about (I've asked maybe 40-50 people about this hand haven't found one yet).
I'll state things as I see them - and would welcome any corrections or additions.Assumptions / things to note:
• Earring is stopped by paralysis, prone, or a writhe affliction (bound, web, impale, transfixed)
• It is not stopped by broken limbs (of any level), or stun
• Most people who have earrings and would be using earrings mid-combat have buckawns amulet artefact
• There is no cooldown on earrings whatsoever
• With the vicarious sigil you can actually earring to anyone in the game, instantaneously (although this does have a cooldown).Problem:
= Alias =
curing afflictions off
travel to X with earring
(wait 1.40 - 1.45 seconds)
dwinnu (if bard) / shrugging (if serpent)
eat bloodroot / magnesium
curing afflictions on
This simple alias 100% bypasses all of the restrictions on earring, plain and simple, and I know for a fact that some people, myself included, are actively using it.
Only two classes in the game (that I know of!
) that can stop Hangedman on their own, and even this only works some of the time. No class can actually just stop
earring travel, solo - which I do not thing is intended
.Occultists & Jester
have the only ability in the game
that stops earring travel that cannot be instantly cured: Hangedman -
however now hangedman can fail so repeated use of the above alias is guaranteed to work. Also, this doesn't count for Bards who can Dwinnu / earring.Bard
can stop it using Tremelo + paralysis a single time, but cannot stop a second use.Shaman
can stop it once, but only if they are on balance when earring starts, as their counters (prone/disrupt) both require two attacks during 1.5s window.
Several classes have abilities that can stop it in 2v1 scenarios - namely Impale
If you're not one of these classes, then even if you have 3 or 4 people in a room, all all balance, all ready to attack, you cannot stop earring travel, against this macro. Even if you kill them with 5 simultaneous damage attacks
their earring will presumably complete post-starburst, allowing them to escape alive.Conclusion:
The "nerf" wasn't really a nerf. Even a novice can copy/paste the above alias and can act like the windup time and limitations do not exist.Solutions:
There are many possible solutions. The key is to do something that threads the fine line between making the item no longer viable for escaping (and angering the huge number of players who own them) - while still making. I will list out some of the ideas I have heard or come up with, for consideration.Best solutions:
• Make the 1.5s windup a channel.
• Initiation of the earring windup disables the buckawns defence for 10s (this has a bonus effect of giving Web tattoo a reason to exist
• Give the item a 1-hour cooldown, across all earrings you own, unless
you are 95% health/mana and have no afflictions. For consideration, wand of reflections is FAR less powerful defensively than earring, and has a 1-hour cooldown.
• You have the aeon effect during the 1.5s windup. This would effectively allow someone two stop travel with TWO of the hindering afflictions (you cannot eat bloodroot AND stand).
• Require 100% health, mana, and no afflictions for GLOBAL travel. If not perfectly healthy, restrict it to AREA travel only.Good solutions:
• Make earring respect room hinder / movement abilities like gravehands, piety, distort, hamstring, pinshot, etc. This is not great for two reasons: 1) You can still RNG out on first or second try too easily, and 2) Many classes have no such ability.
• Require 95%+ health and mana and no afflictions (at initiation and at end of windup) - just like all the new fast-travel artefacts do (hints that admin know this is broken
• Travel fails at initiation and windup in any room where anyone has you enemied (may sound too harsh, but all you have to do is move 1 room). You place your hand over an earring of Sinope, and it begins to warm beneath your palm. An earring of Snipe loses its warmth as the feelings of hatred from those nearby drown out the thoughts of your true love.
Not so Good solutions I've heard - and why they're bad -
• Make the windup long enough for it to be realistically possible to stop it with an affliction. I would think this would be around 4-5s. (only reason this isn't great is because it'd unnecessarily affect use outside of combat).
• Simply require no afflictions. This is not great because some classes (notably, monks), don't have a reliable way to stop it.
• Attempted movement (including forced movement via Force abilities or Beckon) and forced movement (boomerange, yank, barge) stop it. This is bad because not all classes have a way to force movement, and most of them are completely countered by adding mass or shackle to the above earring alias.
• Prevent ring travel to anyone in a city, ship, or private property. This would at least allow chasing them, in theory, but doesn't really work for numerous reasons, and would also dramatically reduce the value of the item for people using it outside of combat, so should not be considered.
• Make monolith stop it (with no other change) - this does nothing, it is not a solution. Mushroom sigils (and Fire Tanks) exist. Also, placing a monolith doesn't prevent the person from just going to the next room and using earring - and not all classes have a way to prevent this.Opinion time:
As a person who owns many earrings, it's my personal opinion that they're just bad for the game. Fast travel makes so many things in this game pointless, and ruins conflict as said conflict can almost 100% be eliminated by use of earrings, especially coupled with all of the other fast-travel items that don't have wind-ups, like wings.
and team are, I am sure, worried about upsetting people who bought earrings, they should keep in mind that people who own earrings are also getting a bad game experience from this too, from other people who have earrings. Despite owning multiple earrings (on multiple characters) I would consider a nerf to earrings a good thing for me, for three reasons:
1) My personal opponents would be able to abuse it less, which would mean 1v1 combat against people with earrings is no longer 100% pointless.
2) I would not be able to abuse my own earrings, which frankly removes the consequences of any actions (e.g. solo invading a city with confinement up) or tactics (e.g. not getting bottlenecked into a dangerous position within an area) from the game for me, making it less fun.
3) Team / city-vs-city conflict would be a LOT more fun for everyone, without earrings. Things like guards, city geography, orbs of confinement, shrines, would actually matter if earrings didn't permit near-instant and unstoppable fast-travel in and out of cities on a whim.