Report 519

Report #519
Skillset: Aeromancy Skill: Staff
 Org: Aeromancers Status: Rejected Jan 2011
Furies' Decision:
We do not find this to be necessary.
Problem: Aeromancy Raise Staff currently strips the levitation defense OR forces
the target into the air if the defense is not present. It will only force the
target into the air if the target would be otherwise able to fly (ie. the target
is free to move and on balance). Furthermore, the ability has no effect if used
on a target indoors - no other raise staff effect is hindered by room type in
this manner.
Solution #1: Change RAISE STAFF to work like Angel/Demon Beckon (targeted or
 untargeted) or Chain Yank. The chance of success is slightly less
 when outside of cloudy terrain, but slightly more when inside it.
 Conceptually, the target finds themselves being forced in by
 sudden gusts of air.
Solution #2: Change RAISE STAFF <person> <direction> to act like Wisp or
 Fleshform Sing. A longer duration + easier resistance when
 outside of cloudy terrain, but shorter duration + harder
 resistance when within it. Both of these solutions should not be
 inhibited by buggy windwalls or rainbowclouds, like all of our
 forced movement.
Solution #3: Failing either of those, please give a similar skill to the
 Institute that works the same as everything else regardless of
 environment.
Player Comments:
---[Xenthos on 12/19 @ 16:01 writes]:
Er... targeted rad, in essence, on solution 2? Just a bit overpowered, don't
you think?
---[Lehki on 1/12 @ 06:01 writes]:
No on solution 2, that's way too powerful.
---[Ridley on 1/13 @ 06:19 writes]:
Now would be a better time to comment, since the report is no longer, well,
untouched and unfinished.
---[Prav on 1/15 @ 19:10 writes]:
I support solution 1. As noted in report 537, Hallifax needs an adjacent summon
skill to compete - to play at all, really - in stand-offs. Without a skill of
this type, stand-offs involving Hallifax are typically one-sided, with the other
party maintaining a clear advantage as they simply wait until they can summon
one of us without having to worry about being counter-summoned themselves.
---[Raeri on 1/16 @ 02:07 writes]:
So we have here two reports (519 and 537) running in parallel, both attempting
to address the issue that 'Hallifax needs a beckon skill'. Is this going to be a
one or other kind of thing, such that if one goes through the other isn't
needed? If anything, I'd go with beckon-type skills going to the Institute (i.e.
go with 537), rather than the mage guild (none of the other mage guilds get a
beckon in their primary, right?).
---[Talan on 1/16 @ 03:26 writes]:
I'm sorry, I do not agree with any of these solutions. I would rather see the
issue of raise staff not having an effect in indoor rooms - and possibly when
the target is not off balance - be addressed, rather than changing its nature.
Raeri has it right regarding this in the hands of the mages as well.
---[Ridley on 1/16 @ 19:36 writes]:
I agree that it's unusual placing it in the hands of the Mage guild, but our
other option (one that I figure many would object to) is giving it to the same
people that have Balestone. That's why this proposed version is as it is -
ideally it would be far less reliable than normal beckon when outside of cloudy
terrain.
---[Ridley on 1/16 @ 19:38 writes]:
That said, Raise Staff has more problems beyond just not working indoors. It's
just generically useless due to several restrictions placed on it, and its
redundancy with Airnet and Twister. The two reports exist due to an unfortunate
lack of communication between both parties. So long as Hallifax gets a beckon,
however it may be implemented, I'm all for it.
---[Iytha on 1/18 @ 01:28 writes]:
I would rather that Hallifax's beckon skill go to their guardians, for the
reasons stated above.