Report 1770

Report #1770
Skillset: Shamanism Skill: Root
 Org: Glomdoring Status: Completed Jul 2017
Furies' Decision:
Solution 1.
Problem: Shamanism root golem is an overly restrictive ability with little
reason to envision (cast). For the purposes of this report I will use present
(offense) slotted trance. Past and future slotted root trance golem are weaker
and last a shorter time. Root golems costs five power, last five minutes and
attacks roughly every 12 seconds. The golem must be ordered to attack a single
target, cannot be moved from the location, the location must be suitably
natural, and is crittable. It attacks with either an entangle, a prone, or
damage with light bleeding. For an offense slotted trance this is overly
limiting for such a minor benefit.
[A:16 R: 0] Solution #1: Allow the root golem to follow the caster. Have it
 attack up to three enemy targets randomly on a 15s
 timer using the same attacks it currently has
 available. The golem continues to last only five
 minutes and remains crittable. Power cost remains the
 same and the summoning location must still be
 suitably natural.
[A: 4 R: 5] Solution #2: Rework the root golem. It can no longer attack but is
 stealthed. The golem has no entry/exit message, can
 be moved and looked through remotely and allows the
 druid only to flow to it without respecting forested
 terrain on the golem side. The golem has the health
 of a newbie bashing npc (rat/weevil). Power cost
 increased to 8 power with long equilibrium on flowing
 (6 second).
[A: 0 R: 6] Solution #3: Delete the root golem. Instead create a root aura
 similar to shamanism death trance. The aura only
 builds if stationary long enough (5-8 seconds) and
 will become dormant on movement. This root aura will
 give periodic entangle or prone on a 12 second
 recurring cycle. Aura lasts 3 minutes. Power cost
 remains the same.
Player Comments:
---[Crek on 7/12 @ 02:31 sets as pending]
---[Shedrin on 7/13 @ 02:50 writes]:
Very unfamiliar with how Shamanism works, but Solution 1 seems alright.
---[Tarken on 7/13 @ 11:14 writes]:
Solution 1 is my preferred solution as it keeps the ability's most likely
intended useage the same, though solution 2 is definitely a strong alternative
if repurposing is preferred.
---[Crek on 7/13 @ 23:14 writes]:
Short version of trance mechanics: 3 different trances can be active at any one
time. These are preset and can be changed with either a ~15s channel requiring a
ceremonial fire or a 30s build up with 4s eq cost. Trance slots are: Present
(offense slot. Envisioning the trance has the full effect.) Past (utility slot.
Envisioning the trance is weaker at same power cost. In return you are given a
benefit. In the case of root it is a slightly faster writhe at 2.5s instead of
4s.) or Future (healing slot. Similar to past slotted, weaker envision. Root
benefit is faster purity dust consumption.)
---[Falaeron on 7/14 @ 00:28 writes]:
Some clarification after testing: golems can actually be ordered to move once
every 3 seconds (they have a "balance" that gets used up on movement for some
reason), including in and out of non-natural locations.
---[Falaeron on 7/14 @ 00:32 writes]:
I'm ok with solution 1. I think solution 2 is too strong. It'll be like bond
unite except flow is instant whereas unite is not, so there is much less time
for people to "react" - though in my opinion bond unite is annoying too since
the counter is just to spam attack all enemy bonds in case there is one there.
---[Veyils on 7/15 @ 00:24 writes]:
I like the sound of option one
---[Crek on 7/15 @ 01:11 writes]:
The difference between bond unite and flow being that flow does not bring others
and unite does. I suggested the long equilibrium on flow to prevent it being an
exact unite clone.
---[Danquik on 7/16 @ 22:44 writes]:
Solution 1