Report 1158

Special Report #1158
Skillset: Wyrdenwood Skill: Fuse/Embed
 Org: Hartstone Status: Completed Apr 2013
Furies' Decision:
We will reduce the fuse/embed balance dramatically per Vadi's suggestion.
Problem: The fuse/embed skills allow dreamweavers and runists to combine with
their primary skill only very poorly. It presents a less efficient alternative
to using runes or motes normally, in the form of a poison-type mechanic (applied
to weapon, used up on weapon attacks) that requires significant time to apply
for a single unmasked, unaccompanied affliction, using up the rune/mote just as
if it had been normally cast. The one bonus this skill has is allowing the user
to attack with their rune or mote at Line of Sight range. This causes a host of
new problems, including the use of abilities like memoryloss, rad, and haegl at
range, creating the potential to participate in combat with no risk to the user,
an undesirable result. This report seeks to bring the woodchemantics versions of
fuse and embed more into line with the utility of the melder counterparts, as
well as ironing out some of the other problems with this skill's implementation.
All solutions are intended for simultaneous implementation, unless otherwise
noted.
[A: 0 R: 0] Solution #1: Change embedding/fusing to take a normal full balance
 for each mote/rune, with no limit on the number
 embedded/fused. The first mote/rune embedded/fused
 will activate the first time this ability is
 triggered by making a spec bashing attack, but it
 will NOT be consumed. The second will activate the
 second time, and so on. Once all have activated, the
 first will again be up for activation and so on.
 Removing motes/runes will take full balance per
 mote/rune. Dying with mote/motes embedded/fused
 results in the loss of all embedded motes/runes.
 Reiteration: motes/runes will NOT be consumed, just
 as they are not consumed during melder fuse/embed.
[A: 0 R: 0] Solution #2: Change these abilities to only work if the target is
 somewhere in the same room as the user.
[A: 0 R: 0] Solution #3: Allow the fusing/embedding of runes/motes to be
 balanceless, like applying poisons. Runes/motes will
 be consumed on use, first on - last off.
Player Comments:
---[Shuyin on 4/23 @ 01:18 writes]:
You already can fling runes at range can't you? What's new there? So just motes?
---[Shuyin on 4/23 @ 01:31 writes]:
Why can't we just make it so the fused mote/rune isn't consumed on use? Simplest
solution.
---[Eventru on 4/23 @ 03:51 writes]:
Seems like it should be consumed on use, just like they do when slung. While
there's no passive affliction, it's certainly a better variant than slinging.
---[Shuyin on 4/23 @ 16:15 writes]:
Yeah that's fine. Maybe fuse should just not take eq. So it can be more like
warrior envenoming. Fuse/attack all in one balance.
---[Eventru on 4/23 @ 16:46 writes]:
Sure. I commented elsewhere I thought it could easily be adapted to a super-
sling variant as well. Could also increase the pool size from 5 to 10 or
something, if 5 is too limited (though I'm not convinced of that). Feel like
it's an improved version of sling, so should have some kind of cost (balance
cost for fusing all 5 simultaneously). Not sure what the balance cost is though.
Just personal thoughts, anyways.
---[Synkarin on 4/23 @ 23:51 writes]:
I'm in support to removing the ranged aspect of the fused/embeded runes/motes.
Attacking at range with damage+entangle+mote/rune seems a bit overkill. I think
the entangle/damage range is enough in that regard. Making fused runes room only
is a good move I think. As far as fusing/attacking, it seems like the intent is
to only allow a certain number of attacks hit with runes/motes before having to
refuse/reembed. A modifier like Eventru suggested to fuse all 5 runes/motes for
say 3p and like 3 sec balance would be a reasonable option I think.
---[Synkarin on 4/24 @ 00:07 writes]:
I was mistaken on part of this, I thought you could only fuse one rune per
balance, but it turns out you can fuse all 5-6 at once. That being said, I think
a power ability (3-5p) to instantly fuse 5-6 runes/motes for no balance cost
(requiring it probably though) may help out. This is in addition to eliminating
the ranged LoS aspect of fusing runes
---[Synkarin on 4/24 @ 00:11 writes]:
Lastly, the ability to defuse unused runes from the vine would be a useful
change as well. I agree that if they get used, they should be consumed, but if
they don't, you should be able to get the runes back.
---[Vadi on 4/24 @ 00:29 writes]:
I think rune fusing should use the runes up as they are hit with (ala sling), no
runes should hit on a ranged attack, and fusing runes should either be
balanceless (ala envenom) or at most 1s balance.
---[Ushaara on 4/25 @ 20:39 writes]:
I'd agree with Vadi's solution in the comment above.
---[Synkarin on 5/2 @ 14:25 writes]:
I also support the fusing runes like envenoming, but I don't feel like that's
the admin intentions, I was under the impression that the skill is to limit how
often you can attack with runes/motes, not allow you to attack each time with a
rune/mote. Thus my earlier suggestions. If that's not the case, I'm all for
fusing runes as per Vadi's suggestion
---[Llandros on 5/2 @ 14:45 writes]:
I like Vadi's suggestion as well, it seems like a good balance. Also, if the
mote is normally a hidden aff it should be hidden here as well or have a less
costly way to make motes specifically for fusing to tree-people.
---[Shuyin on 5/4 @ 03:05 writes]:
Vadi's solution is the best