Report 1041

Report #1041
Skillset: Wildewood Skill: New:Armor
 Org: Hartstone Status: Approved Nov 2016
Furies' Decision:
Solution 1+2+3.
Problem: Pre-Stat Overhaul, Wildewoods provided a tankier option for druids,
focused on mobility and consistent afflicting on a single target. Post overhaul,
the loss of the extra constitution statistic makes Wildewoods less tankier than
a druid's other options melding. In addition, it is thematically strange to have
Wildewoods all wearing robes or armor designed for much smaller races, on top of
their barky skin. This report seeks to give an alternative method of recieving
armor to Wildewoods, akin to Kepheran armor stats or Monk Tattoo Armor, but
unique.
[A: 0 R: 0] Solution #1: New ability at Mastery level Wildewood: "BarkGuard".
 As long as the Wildewood does not wear other armor,
 they receive 12-20% armor stats, based on their skill
 level.
[A: 0 R: 0] Solution #2: Change existing *bark abilities to interact with
 barkguard, with a choice of effects. Long balance to
 swap effects. Evergreen: 1/6 defenses to Prime
 (poison, asphyx, magic), Elemental (fire,
 electricity, cold), or Cosmic (excorable, divinus,
 psychic). Iron: as current or increase armor by 4%.
 Lead: as current
[A: 0 R: 0] Solution #3: Add a new passive to Wildewood that grants a 5/10
 health bonus, turning off the 5/10 mana bonus gained
 in Nature.
Player Comments:
---[Shedrin on 10/30 @ 13:45 writes]:
Sure.
---[Shuyin on 10/30 @ 18:35 writes]:
Ok
---[Falmiis on 10/30 @ 21:18 writes]:
I've been told that there will be a follow-up report about this, but the current
solution doesn't really address the problem of wildewoods not being tankier than
druids like they were pre-overhaul. In fact, the proposed solution will still be
worse for wildewoods than just wearing armour because of enhancement slots. I'd
suggest addressing it all in one go.
---[Enyalida on 10/30 @ 23:18 writes]:
This report is intended to combine what was formerly two reports, but I needed
(and still need to) adjust the old reports to the new ten level system and flesh
them out more. I've added solutions 2 and 3. Solution 2 needs some work, ideally
all four of the bark abilities would have some choice element to them, in some
cases (Moonhart mostly) being in addition to the existing effect instead of
replacing it. I want Lead and Moonhart to have some unique utility options, as
evergreen and iron should cover the equivalent of the knots. Solution 3 helps to
replicate the old constitution stat upgrade.
---[Falmiis on 10/31 @ 22:26 writes]:
I like solution 3
---[Raeri on 11/1 @ 10:31 writes]:
Support for all.
---[Enyalida on 11/1 @ 19:22 writes]:
As a note, these are not alternative solutions, they together constitute a
single multi-pronged approach.
---[Synkarin on 11/2 @ 03:04 writes]:
This is fine
---[Wobou on 11/3 @ 13:10 writes]:
I support all three solutions.
---[Aeldra on 11/3 @ 17:58 writes]:
Supporting all three, wagering that #3 will be the most useful while not being
overly complicated.
---[Tremula on 11/13 @ 20:19 writes]:
I support all three solutions.