Report 310

Report #310
Skillset: Pyromancy Skill: Amputate
 Org: Pyromancers Status: Completed Jan 2010
Furies' Decision:
If one arm/leg amputated, only 1% chance at highest burn level that the other
will be.
Problem: After a great deal more testing, I've found that burns - even in an
active meld, being actively attacked - are quite capable of being kept up with.
In particular, I wasn't able to build past 2nd degree burns, never once
amputating. The argument of having to carry around a lot of curatives is
irrelevant on the face of it, because these are cheap, and easily acquired. The
main trouble lies in the overwhelming power of passive amputate, resulting in
massive bleeding, stun, and two regeneration applications to cure...assuming
both arms aren't removed, in which case you can't cure at all. Burns have no
detectable effect on anything except the two passive amputate skills in the
meld, and the ability to Cremate.
[A: 0 R: 0] Solution #1: Reduce amputate to mangled limbs. This allows us to
 hinder still, without having the issue of
 overwhelming bleeding, and the complete inability to
 cure.
Player Comments:
---[Ciaran on 1/22 @ 21:47 writes]:
Support solution 1
---[Ceren on 1/22 @ 23:08 writes]:
I'm glad to see this. Was going to suggest it on the burns report but you beat
me to it. This will make things a lot simpler as far as not having to nerf
warriors and will remove the imbalance of having a passive effect that can
truelock (which is ridiculous even if it can be prevented with full curing).
---[Xenthos on 1/23 @ 02:15 writes]:
Mangled sounds like a good change for this.
---[Nienla on 1/26 @ 17:47 writes]:
Definitely a better change.