Report 183

Report #183
Skillset: Glamours Skill: Wall
 Org: Harbingers Status: Rejected Apr 2009
Furies' Decision:
We do not find this to be necessary.
Problem: With the preponderance of mapping systems, the skill of wall is only
useful for confusing novices and masking squint, which hurts the bard just as
much as their target (and will alert to a competent target that the bard is
there, which defeats the point of masking the squint). Essentially, the skill
does little to nothing.
Solution #1: If target walks through the wall there's a chance (2/3 - 1/2)
 that instead of ending up in the next room they are bedazzled by
 the light and get teleported back into the current room, and when
 they re-enter the room they see the room name , desc and exits of
 the room they were meant to be entering. This would serve to
 hinder auto-mappers, as well as provide a slight combat advantage
 in that the target would be returned back to the location of the
 bard instantly, so skills such as deathsong wouldn't be broken.
 QL and LOOK would show the real location they were returned to.
Solution #2: Illusory walls can be imbedded with a variety of effects from the
 existing glamours skillset. The bard may choose to imbue the wall
 with fascination, colourburst, mesmerize or flare, which hits
 enemies on entry/exit, for a 1p cost. Only one effect may be
 chosen per wall. Alternatively, just have flare imbued in the
 wall, and enemies who pass through it lose blindness and can't go
 blind for a short time after, giving bards a more mobile option.
Solution #3: Give a variety of movement and mental afflictions to targets
 walking through illusory walls, one affliction chosen randomly.
 Potentials could include dizziness, aeon, stupidity, confusion,
 vertigo. Alternatively, just choose an affliction off the
 colourburst list. Again, only hitting enemies.
Player Comments:
---[Ceren on 4/28 @ 03:41 writes]:
I would agree with solutions 2 or 3, but then I look at phantomwall and see how
its similar function was nerfed so badly (it dissipates after 1 - 3 passes
through). Personally I think illusory walls have value in disorienting enemies,
but if you would like to see a different function, I'd agree with either of the
mess them up on passing solutions with a strong chance for the wall to fade on
passing like phantomwall.
---[Viynain on 4/28 @ 06:01 writes]:
Go for it, though I doubt that they would agree to an aeon wall. Perhaps a
different affliction than that.
---[Llandros on 4/28 @ 16:10 writes]:
I would actually prefer solution 1, but only if it interrupted timed instant
kills. Keeping a foe from leaving octave would be much more helpful than random
afflictions. 2 & 3 would be ok too, hopefully nothing with a large power cost
though.
---[Ethelon on 4/29 @ 13:58 writes]:
Bards already have enough skills to hinder and keep a target from leaving their
presense. In the midst of combat, people don't use autowalkers, they look or
track exits and mvoe based off that, so the wall actually does have some use.
Solution 3 would be the most balanced, as solution 1 can easily be to strong in
certain situations and Solution 2 is just to good.
---[Nejii on 4/30 @ 01:51 writes]:
3 is the best solution, provided you make the affliction list very specific.
---[Nydekion on 4/30 @ 02:04 writes]:
I think that if we add any afflictive power to illusory walls, they should
affect everyone, not just enemies as all walls act in such a manner.
Alternatively, illusory walls could remove the link to the adjoining room and
adjoining room from the map command, essentially making it seem like there is
nothing nearby and thus preserving its original purpose.