Report 1148

Report #1148
Skillset: Stealth Skill: New
 Org: Nekotai Status: Completed Jun 2013
Furies' Decision:
Solution 1 (we loved the flavour of it).
Problem: The Stealth skillset presents a comparable amount of skills to it's
Harmony counterpart: Stealth 25, Harmony 27. Although Stealth has several high-
quality skills, it presents fewer combat options compared to Harmony due to the
number of "flavor" utility (i.e. Mislead, Sign) and narrow skill trees (i.e.
Blowgun > Aim > Obscure). This report looks to diversify the Stealth skillset by
suggesting a NEW combat utility skill.
[A: 0 R: 0] Solution #1: A new Stealth skill Caltrops (AKA Crow's Feet). Craft
 "tacks" out of iron commodity. When dropped into a
 room, it slows movement and halts sprint-like
 abilities.
[A: 0 R: 0] Solution #2: A new Stealth skill Smoke Bomb crafted out of rope,
 coal, and iron. The effects are two fold. First it
 obscure exits (like the Silver Bubble Pipe). Secondly
 exits are randomly mixed up (i.e. walking east could
 move you west) to counter map and direction spamming.
[A: 0 R: 0] Solution #3: A new Stealth skill Tripwire. STEALTH TRIPWIRE
 <LOW|HIGH> <direction> would require 1 rope and
 balance. Anyone entering/exiting from that direction
 would get caught in the tripwire. LOW will sprawl
 victim with 0.5s - 1.0s stun. HIGH will throw victim
 from his/her mount.
Player Comments:
---[Janalon on 6/15 @ 15:37 writes]:
Regarding Sol 2, there should be a slight % chance of being redirected back into
the room upon "exit" in those rare instances of dead-end rooms with only one
exit.
---[Wobou on 6/17 @ 06:20 writes]:
I like solution 1. Solution 3 (with the low option) to me is too similar to
waylay. Solution 2 presents an amount of room control that I don't think monks
should have.
---[Janalon on 6/17 @ 11:18 writes]:
What about Sol 3 without the low option removed?
---[Llandros on 6/28 @ 21:11 writes]:
Ok with solution 1. Oppose solution 2.
---[Enyalida on 6/30 @ 17:50 writes]:
I don't really think monks need better ways to keep their opponents in the room,
as running is one of the very few ways for most classes to hinder momentum build
at all. Solution 1 doing damage to people who walk through them, and halting
sprints through the room seems fine. Not as enthusiastic about the rubble
effect, with grapples being a big part of monk combat.