Report 543

Report #543
Skillset: Pyromancy Skill: Firewalls
 Org: Pyromancers Status: Completed Feb 2011
Furies' Decision:
Solution 1
Problem: Currently Pyromancy melds have little to no hindering capability
against those that enter the melds. For this reason it is fairly simple for
groups to enter a Pyromancer's meld and simply walk through it with ease to get
to their target. Currently Firewalls create the equivilance of Elementalism
firewalls, but in every exit in the demesne. They will also currently set
personal enemies on fire and give them 1st degree burns, though it does not
strip the frost defense.
[A: 0 R: 0] Solution #1: Keep Pyromancy firewalls as it is, except add to it
 that any personal enemies of the Pyromancer will not
 be able to pass through a Pyromancy firewall without
 having the frost defense from sipping the frost
 elixir (the reason perhaps being the heat of the
 flames is too much). Also, strip the frost defense
 when someone passes through the firewall.
[A: 0 R: 0] Solution #2:
Player Comments:
---[Senna on 1/17 @ 07:59 writes]:
Support #2 with a slight change: have the owner of the meld immune to their own
firewalls (only when cast with PYROCAST FIREWALLS, and not for CAST FIREWALL
<dir>), however, other Pyromancers would not gain this immunity.
---[Iytha on 1/18 @ 17:28 writes]:
The elegant solution would be so simply make a pyromancer immune to firewalls
inside their own demense and to base all other pyromancer exclusive bonuses to
firewalls on the presence of a demense, regardless of the origin of the
firewalls. I do not think pyromancer firewalls are distinct objects from
elementalism firewalls as it stands.
---[Iytha on 1/19 @ 15:41 writes]:
Addendum: The former solution 2 is now defuct for a reason, and my comment above
is in support of solution 1 (impassable-without-frost firewalls) or a similar
solution. Giving the pyromancers something they already had would be rather
pointless, don't you think?
---[Viynain on 2/9 @ 07:15 writes]:
Unless my timer is more off than I thought, purgative balance for frost is about
1.5s. Moving two rooms took about .2s without lag. Making firewalls strip frost
and prevent movement if frost isn't up means people will take 1.5s to move from
one room to the next. 3s since firewalls also currently set someone ablaze
(frost once to cure, frost again for defense). Compound this with the stun
Pyromancy melds already do (and Ashfall's random directional movement) and I
find that a bit much in trying to keep people in a meld. If it were being
compared to the other walls (briars, phantom, ice, stone), those walls affect
everyone rather than a select group only. I recognize wanting to make firewalls
an actual hinder, but I disagree with making it enemy only and strip
frost/ablaze and stop movement unless frost is up. 3s movement a room is almost
like rubble, but consumes curatives and affects only some people rather than
equally.
---[Viynain on 2/9 @ 07:19 writes]:
Constructively (since the other comment was already lengthy), could make
firewalls affect everyone - but the caster - equally to bring it in line with
the other walls and have a bonus to hindering as well. That or making firewalls
strip frost in one pass and afflicting with ablaze in another rather than
stripping/afflicting in one go.
---[Iytha on 2/18 @ 02:06 writes]:
3s is only big compared to normal movement. If compared, as it should be, to
moving past other walls, then it's 3-4 seconds (and an enchantment charge) to
ignite an icewall/briarwall, or even longer to tumble over a stonewall. 3s and
an enchantment charge (10gp) is perfectly comparable to 3s and two frost sips
(4gp each, tops). Thus, I see no reason to remove the "set people ablaze" aspect
of firewall as part of this report, especially when you consider that the 3s for
the firewall is 3 seconds of purgative balance (during which other actions can
be taken), rather than 3 seconds of real balance and that, presumably,
reflections, dodge abilities, timeslip and so forth will all prevent the
firewall from setting someone ablaze.
---[Solanis on 2/18 @ 11:46 writes]:
However, your proposal would have only enemies be affected by these walls, where
this is untrue for the other demesnes.
---[Iytha on 2/22 @ 11:58 writes]:
Not my proposal, Lyria came up with it. I just happen to think it's a good and
needful change. The fact that firewalls don't hinder allies is countered by the
facts that they can be bypassed with timeslip, reflection, dodging skills and
other such effects and that, resultingly, anyone with one of those skills can
move 2 rooms in 3 seconds instead of taking 6 seconds to do so as would be the
case for a normal wall. That's not a downside to firewalls that should be
ignored.
---[Solanis on 2/23 @ 11:24 writes]:
Well if you want to include things that only some guilds have access to, then
you can say that other walls, which hinder everyone, take at most 2.5 seconds to
pass through (leap / pogo 1.2 seconds to bypass ice and stone walls,
summer/tipheret 2.5 seconds on briar/phantom walls).
---[Xenthos on 2/24 @ 00:50 writes]:
Consuming purgative balance -entirely- just to move through a demesne that can
also stun seems a bit over the top (the moment you get it back you move and have
to double-sip again)... especially given that with the suggestion that people
can chase you around with absolutely no similar issue.
---[Raeri on 2/26 @ 08:30 writes]:
If Solution 1 goes in, I would like to see it affect everyone but the original
caster.