Report 352

Report #352
Skillset: Aquamancy Skill: TidalWave
 Org: Paladins Status: Completed Mar 2010
Furies' Decision:
Currents returned, restriction of center room removed.
Problem: TidalWave costs 3 seconds of equilibrium to make someone randomly move
2-4 rooms into another deluged area of your meld. The target is thrown off
balance for 1 second, but can usually make it back before the Aquamancer regains
equilibrium. There is even the chance that TidalWave can move the target back
into the starting room. It is unreliable and unused because even if you wanted
to move someone away, gust can be a better alternative. After the streamlining
for demesnes, the removal of a passive meld effect (currents) for this skill
severely hampers an Aquamancer's ability to break groups.
[A: 0 R: 0] Solution #1: Bring back 'currents' but make it a normal demesne
 effect (requiring deep water) that ticks once every
 10 seconds. The effect will push enemies in the same
 room as the Aquamancer into a random adjacent deluged
 room via forced movement. People trying to enter the
 room of the Aquamancer will suffer delayed movement
 due to struggling against the currents (rubble-like
 effect). If a target is not moved, they will instead
 suffer 1 second of balance or equilibrium loss. All
 effects except the delayed movement should be blocked
 by protection scroll.
[A: 0 R: 0] Solution #2: Same as above but no balance or equilibrium is lost
 if movement is resisted.
Player Comments:
---[Fillin on 3/24 @ 07:07 writes]:
I completely agree that tidalwave was a laughable replacement for currents. All
that was needed to adapt currents to small demesnes was to make it move in a
random deluged direction instead of toward the center, and have the effect work
in the center once more.