Report 1518

Report #1518
Skillset: Wicca Skill: Crone
 Org: Moondancers Status: Completed Sept 2016
Furies' Decision:
Solution 1.
Problem: Currently the Crone afflicts on a 10 second timer with the following
afflictions: Blindness, shivering, clumsiness, confusion, slickness and
anorexia. Out of these only 3 are mental afflictions. With the changes coming to
Succumb these need to be changed to better compliment the skillet.
[A: 0 R: 0] Solution #1: Replace the current afflictions with the following
 Addiction, Paranoia, Clumsiness, Recklessness,
 Confusion, Anorexia and stupidity
[A: 0 R: 0] Solution #2: As well as solution 1, the crone will have a 20%
 chance of causing amnesia on top of the affliction
 she casts on her target
Player Comments:
---[Shedrin on 8/16 @ 20:56 writes]:
Solution 1 looks fine. Not sure the point of Solution 2 with aeon, though.
---[Enyalida on 8/16 @ 21:12 writes]:
Check your numbers, Crone should have been sped up to a ten second tick timer
pursuant to report 1119
---[Shedrin on 8/16 @ 21:19 writes]:
Without* aeon.
---[Synkarin on 8/16 @ 23:57 writes]:
I don't really support this. Hexes will already be pumping out a lot of mental
afflictions on a fast balance, increasing mental afflictions from crone maybe
too much. I'd like to hold off on any changes to this until we see how the
current proposed changes fall into the combat scene.
---[Shedrin on 8/17 @ 12:38 writes]:
I agree that caution is warranted, however, I think that should the new Succumb
be implemented, it should be balanced around having Crone contribute. Utilising
and timing fae should be an important part of a wiccan offense.
---[Lerad on 8/17 @ 12:49 writes]:
I don't think there'll be any problems with solution 1 - the previous month's
succumb report numbers were made with crone factored in. I would suggest maybe
focusing the pool of afflictions a little - though THAT might be an unwarranted
buff.
---[Demartel on 8/17 @ 15:17 writes]:
Support for solution 1
---[Ryboi on 8/17 @ 22:21 writes]:
Thanks @Enyalida changed to 10s. @Synkarin the idea of this is to compliment the
Succumb report that was in last month. That report already factored for things
like Crone to change over. Also the idea would be for people who don't choose
hexes to still have a viable kill strategy
---[Synkarin on 8/23 @ 04:34 writes]:
I understand that you want to have viable kill strategies for everyone, but it
doesn't mean it's okay to push one tertiary into crazytown to accommodate the
other ones. Healing currently has the crazy bedevil loop that should help build
mental affs and Astrology has meteor which is viable, so I'm not convinced this
is needed to bring those terts up to speed. Again, if it turns out this change
is needed to provide only mental afflictions, then we can push the report
through, but I'd like to see how the succumb change works in action before we
throw everything at it.
---[Synkarin on 8/23 @ 04:36 writes]:
Again, you already have 3 mental affs on crone, I don't really see a reason this
needs to be a 100% mental affliction at this time.
---[Shedrin on 8/23 @ 16:32 writes]:
I think having Crone add to Succumb makes new Succumb easier to balance. Without
Crone, Hexes will be a higher portion of the mental affliction output of the MD,
increasing balancing difficulties. Without the addition of Crone, the potential
difference between new Succumb in groups and solo is larger, increasing balance
difficulties. Further, balancing around Crone contributing increases the
potential counterplay (eg. killing the fae, disloyalty, disrupting timing), as
well as removing the frustration of rng both from the MD and the target's pov.
So for those reasons, I think adjusting Crone will preempt a lot of issues.
Tangentially, MDs have the least amount of effective tools available for landing
Meteors of any Astrology guild, and Meteor/Astrology in general has several
drawbacks so it's not a great replacement for a primary instakill.
---[Wobou on 9/2 @ 22:56 writes]:
I agree with Shedrin's comments relating to balancing succumb around crone's
impact and I support solution 1. Making it 100% mental also reduces the
advantage of it being a hidden affliction since either way you are sipping
lucidityslush which I view as less powerful than the ent attacks that can spread
over multiple balances.