Report 1015

Report #1015
Skillset: Aquachemantics Skill: Mist
 Org: Aquamancers Status: Completed Jan 2013
Furies' Decision:
Solution 1.
Problem: Aquachemancers lack a way to raise all 4 mist at once, forcing them to
spend around 16 seconds raising them and losing time on being able to properly
engage an enemy. In addition, there's no way to stop a mist early, meaning you
always need to let it run out. Also, an enemy is required to be present in the
room for mist to be focused on them, but as it can take up to 11(possibly more)
seconds for mist to focus on a target, you are not at full effectiveness for
that time-frame
[A: 0 R: 0] Solution #1: Add in a 3 power cost ability that raises/refreshes
 all 4 mist. Allow mist to be targeted regardless if
 the target is present in the room or not. Add a
 disperse command to clear a mist.
[A: 0 R: 0] Solution #2: Add in a 3 power cost ability that raises/refreshes
 all 4 mist. Cap the time for a mist to start hitting
 someone to 6 seconds. Add a disperse command to clear
 a mist.
[A: 0 R: 0] Solution #3: Add in a 3 power cost ability that raises/refreshes
 all 4 mist. Allow mist to be targeted regardless if
 the target is present in the room while also capping
 the time for a mist to start hitting someone to 6
 seconds. Add a disperse command to clear a mist.
Player Comments:
---[Rivius on 1/8 @ 23:15 writes]:
I agree with solution 1, it adequately fixes all problems presented. These won't
be appreciable buffs to the skillset but merely make them less unwieldly in
certain ways.
---[Shuyin on 1/10 @ 18:42 writes]:
Solution 1
---[Celina on 1/11 @ 01:50 writes]:
Opposed. 3 power is not enough to instantly bring up/refresh unblockable
passives. I could settle for doubling that, but nothing less. The early target I
have an issue with, solely because mists are capable of hitting many rooms away,
where as no other targeted passives can do. The disperse is fine.
---[Llandros on 1/11 @ 23:09 writes]:
Big no to being able to focus on people not in the room. Waiting 11 seconds for
a passive to hit is not bad at all, especially an unblockable one. Disperse is
fine. Less concerned with raising all at once if it has a long enough eq or much
higher power cost to make it unsuitable for mid-combat.
---[Naralis on 1/12 @ 02:02 writes]:
I also would go with solution 1.
---[Ushaara on 1/12 @ 04:11 writes]:
Solution 1 supported.
---[Enyalida on 1/14 @ 19:46 writes]:
Could the results of this report be applied to all the similar skills?
---[Eventru on 1/17 @ 16:02 writes]:
@Llandros, what's the difference between ordering passives like fae, transmology
ents, demons/angels, or just enemying (demesnes, gems, songs) that make it
different from mists, in which it's okay in those instances for passives
(sometimes unblockable), but not for mists?
---[Celina on 1/19 @ 02:41 writes]:
None of those are unblockable, All are stopped by a shield. Ents can be killed
and can only move one room away. Demesnes only hit one room from the caster.
Songs and gems are room only. And most importantly, demesnes were changed
SPECIFICALLY to not hit people 8 or 9 rooms away because, and here we are
again...mages/druids hitting people many rooms away. Wish we could learn from
our own past reports and stop repeating mistakes. Would save so much time.
---[Llandros on 1/19 @ 05:21 writes]:
Having to wait basically 1 tic before the mist starts hitting is really the
least of the drawbacks out there. If I could have people walk into my song at
the exact moment I wanted them to and didn't have to worry about deafness or
enemy lists I would get nerfed to within an inch of my lyre.
---[Enyalida on 1/22 @ 15:29 writes]:
What's this about mists hitting 8 to 9 rooms away?
---[Asmodea on 1/23 @ 02:45 writes]:
I'm assuming, should you have enough people linked, it would be possible to
spread your mists that far away, since for every mage linked, mists spread by a
1 room radius.
---[Neos on 1/23 @ 16:51 writes]:
If you had experience facing the skillset, you would know that mist are stopped
by shield. Mist cannot hit outside the room of the Aquachemancer, that's
adjuvants, and there's a 5 room limit(which are also blocked by shield and
affected by enemy list and requires the mage to be in the demesne of another
Aquamancer they've linked with), which you'd know if you weren't so adamantly
opposed to learning how the skillset works. None of these solutions is asking
for insta hitting a target anyways. If you took the time to read the solutions,
you'd see that Solution 1 does not lower the focus time, it only allows
targeting someone no matter where they are(like fae/angels/demons/transmology
ents), without being able to properly time when mist will hit(unlike
fae/angels/demons/transmology ents). Also, I'm unsure why you're even bringing
up adjuvants in a report about mist. Mist are blockable; by shields, teas, and
other affliction blocking defenses. Please gain experience with the skillset
before vehemently opposing anything and spouting off information that has no
basis in facts.
---[Celina on 1/24 @ 02:20 writes]:
Alright, if attitude is what you want I can do that. I requested several spars
with aquachemantics and gave up asking for one after a couple weeks, so you'll
have to pardon me if I don't know the finer points of the skills...looks like
there is a lot of miscommunication about these points because a lot of people
think certain things that are incorrect. Perhaps if you'd made an attempt to
communicate with the rest of the envoys and open up a general discussion rather
than sneaking unread reports through to the admin I'd have a better idea. But
you didn't, so we're just kind of going off what the admin have said about the
skills at this point. One of which is that Estarra really wanted mists to be
UNBLOCKABLE (i.e. ignores shield). She was quite adamant about this, and without
any further update on it, we can only assume that is the current state of things
or how things are intended to be. If I have missed a changelog or announce, that
is on me. Now since link affecting mists is not the case, I can support these
changes. I, for one, never said anything about the timing of mists and what not,
as I don't really care. If they can't hit many rooms away, I also see no issue
with pre targeting.
---[Celina on 1/24 @ 02:32 writes]:
So in the future, before you go jumping down people's throats for their lack of
understanding over a new skill, maybe you should make some attempt to help
people understand. All you have to do is take 2 minutes to read Enyalida's
thread about wildewood to see people, including myself, are asking questions and
offering suggestions and figuring things out. I've even had a few chances to see
wildewood in action without having to chase people down constantly and have a
pretty decent grasp of their affliction and damage capabilities just from real
time combat and reading over logs. So instead of submitting secret reports and
yelling at people, how about starting threads, opening up public discussions,
and joining avenger wargames/freeforalls/whatever so that it's on you to do your
job rather than all of the envoys to individually ask you wtf is going on. What
makes more sense, you using the various avenues available to you to make sure
your very new skills are understood BEFORE asking for buffs in special and
monthly reports OR each individual envoy chasing you down on top of what they
are already doing?
---[Celina on 1/24 @ 02:35 writes]:
So anyways. Supported now that neos has graciously clarified his skills.
---[Llandros on 1/25 @ 15:44 writes]:
Teas are not an issue since they block the affs not the mists, I did not know
about the shields but having to stop my offence to block them is undesirable.
They don't do that much on their own but this would shave a decent chunk of the
time needed to set up the big hit effects, and that is significant.
---[Neos on 1/25 @ 19:19 writes]:
My timing comment was direct at Llandros, though as an aside you(Celina) did
mention timing when you first saw the report. Teas are an issue, as they mean a
mist didn't affect you in any way, meaning 1 less thing to cure. Out of the 4
"big" hits skills available to the skillset, only 1(Aquoxitism) is ever in any
way worth it to use, and is the only one that is boosted by afflictions.
Aquachemantics users, no matter their tertiary, have no locks or way to properly
stick the necessary afflictions to boost Aquoxitism in any major way, to have a
chance at boosting the damage, you'd have to stick the afflictions just before
it hits, and there's still no way to hold someone in the room. The skillset, and
3/4 of the tertiaries lack any major hindering of any sort, and the fourth
option(Telekinesis) requires locking a channel and 10 power, meaning there's no
chance of using Aquoxitism in a timely manner. There's a max of maybe 3(4) ways
between all the tertiaries/Phantasms and skillset to actively afflict with the
afflictions that boost the damage; pacifism(Runes/Telepathy/Dreamweaving),
Lovers(Runes), Addiction(Runes/Telepathy), Vapors(None), Justice(Runes). Even
with Runes 4/5 afflictions, there's no way to keep the target in the room, and
with no way to hinder someone in any major way, a timely shield means they've
just lost a big part of their passive offense and 10 power, with no ability to
reset and go again.