Report 349

Report #349
Skillset: Skill: Blackout
 Org: Ebonguard Status: Rejected Apr 2010
Furies' Decision:
We do not find this to be necessary.
Problem: Blackout is a debilitating affliction with only one cure: Allheale.
Allheale's delay is very long. Further, there are a couple of skills that not
only give blackout but give a -very long- blackout (8 seconds). So, once
allheale balance is used, blackout is pretty much a shut-down except for
diagnosing and trying to keep up with what the opponent has tried to slip in
behind it (not counting timed instant-kill effects that don't show up on Diag at
all).
[A: 0 R: 0] Solution #1: Make "Focus Mind" a cure for blackout (you regather
 your thoughts and pull yourself together). However,
 make it the -very last- thing cured by Focus Mind, so
 if other afflictions are being piled on they will be
 cured first. Using blackout by itself won't be as
 effective obviously, but this way it requires a bit
 of prep-work to make it "stick".
[A: 0 R: 0] Solution #2: Give all blackout a cap (at somewhere between 2-4s).
[A: 0 R: 0] Solution #3: Other thoughts / ideas?
Player Comments:
---[Viynain on 4/6 @ 21:48 writes]:
I wouldn't mind solution one.
---[Lehki on 4/6 @ 22:38 writes]:
I don't really like solution 1. In smaller fights, personally, I use blackout
in order hide and stack afflictions, having to stack afflictions before hand in
order to make use of that seems a bit much. The problem is with really long
blackouts shutting down systems in larger groups, so I think a cap of 4-6
seconds would be better if anything.
---[Xenthos on 4/8 @ 03:42 writes]:
Personally, to use it to full effectiveness in a small group fight (given how
much of a shut-down it can be), I think you should have to work to keep it
going. It's frankly kind of weird that it can just be thrown (from numerous
skillsets) without any real effort-- so number one would require at least a bit
of actual effort for a blackout. Six seconds of blackout seems far too long
without any cure excepting for allheale (with its very long balance). Two to
four max, I think, if we are going to leave it without a cure. Otherwise it can
stay with current lengths to let people use affs to try to make the most of it.
---[Lehki on 4/8 @ 04:15 writes]:
I think it's just the long 8-10 second blackouts in group fights that can shut
down systems that are an issue, and there wouldn't really be any difficulty in
keeping mental afflicts on the target to keep the long blackout going. Even the
long ones 1v1 or against a few people aren't that bad if you just diagnose
after. 6 seconds might be a bit much still I guess, but I think 2 would be
rather difficult to make use of in 1v1 situations.
---[Romero on 4/9 @ 21:41 writes]:
Solution 1 doesn't seem so bad.
---[Xenthos on 4/13 @ 15:18 writes]:
Any other suggestions here before I finalize this?
---[Jayden on 4/13 @ 19:16 writes]:
I like solution 2 but perhaps raise the cap to 4-6s
---[Xenthos on 4/13 @ 19:49 writes]:
As above I feel 6s is still too long.
---[Thul on 4/14 @ 00:23 writes]:
Either solution works, I think. I'd prefer 1 over 2 if only because it'd make
dealing with blackout mobiles slightly more palatable.
---[Nejii on 4/16 @ 07:21 writes]:
Do like solution 1.