Report 1714

Report #1714
Skillset: Athletics Skill: Numb
 Org: Gaudiguch Status: Completed Jun 2017
Furies' Decision:
Solution 3.
Problem: Currently warriors have lost a serious amount of tankines and combined
with their slow build of wounds towards a kill condition are stuck in an odd
limbo of many classes are both better at tanking and better at killing than
warriors.
[A: 2 R: 3] Solution #1: Reduce the power cost of Numbness to 2 power.
 Allowing it to be used more often and not competing
 with warrior Power attacks in such a punishing manner
[A: 3 R: 5] Solution #2: As well as Solution 1, allow the person to willingly
 drop Numbness after a minimum of 5 seconds. Have
 damage scale from 60% to 40% depending on when the
 Warrior drops Numbness
[A:11 R: 0] Solution #3: Alternatively, change Numbness completely to give
 either 20/20 or 25/25, akin to cosmic quickening,
 Universal resist for 15 seconds (reduced as per
 comments and making it work with Report 1742 on the
 same duration), keeping the power cost as is.
Player Comments:
---[Veyils on 6/4 @ 05:51 writes]:
I am against solution three as it really removes a lot of the usefullness of
numbness. If you want it to be a more consistant thing my suggestions would be
to replace solution three with a 10-20% damage reduction and remove the 0 damage
and large damage dump at the end but even then I like the concept of numb as a
damage immunity for a short time with the damage bomb at the end of it. I am
strongly in favour of the first part of solution 2. Giving the user a way to
drop numb early would make it much more useful. I'm not sure if numb needs a
power reduction though. A power reduction would make it more useful but I'm just
not 100% sure if it needs it or not.
---[Danquik on 6/4 @ 14:43 writes]:
After discussion with Wobou, I changed the numbers on Solution 3
---[Shedrin on 6/4 @ 19:22 writes]:
I like the idea of Solution 3, but can see it being too strong as well. I think
in most cases it might as well be 'immune to damage kills' with that duration.
They'll still be pretty vulnerable to mana or ego kills, but those aren't
equally distributed.
---[Xenthos on 6/5 @ 00:30 writes]:
The main issue with Numbness is how long it lasts. An envoy report in the
distant past extended the duration, which means that even with the reduction in
damage you're likely to take enough to kill you in an instant blow when it ends.
We've tried to get the duration reduced back down again, but unfortunately
hasn't happened. It's one of those cases where "buffing" it turned into a
pretty significant nerf and made it far less useful. I'm on board with tweaks
trying to bring back its functionality, but need to keep in mind the history as
well.
---[Ciaran on 6/5 @ 12:23 writes]:
Potentially simpler solution: Add a syntax to RELAX NUMBNESS, balance free. It
would make the skill much more useful without having to change so much. (You'd
theoretically use it if your health is getting low, cure back up to 100% and
then relax.) Having a few skills that counter the damage meta seems good! If
anyone should have them, it's warriors
---[Xenthos on 6/5 @ 13:09 writes]:
I like that simpler solution better than the current iteration of Sol2 (very
close to the same thing, but cleaner).
---[Veyils on 6/5 @ 14:00 writes]:
Mhm new numbers and rewrite on solution three sound much more attractive. Thats
a 75% reduction in all damage for 20 seconds, thats very hefty. It cant be
maintained though which seems alright. This does fit in with the concept of
warriors as a class that should have very tanky abilities. Strong support for
either allowing a warrior to drop numbness at will balance free or switching
numbness to solution threes numbers.
---[Wobou on 6/6 @ 03:56 writes]:
I like all of these solutions for different reasons but I'm the biggest fan of
sol 3. Sol. 3 is notably stronger than the other solutions but if warriors are
to regain their tanky cred I think they need something with a good deal of power
to achieve that. I do think 20 seconds is possibly too long, the current 20
second duration on numbness is a double edged sword because it mitigates damage
for that time but also is "collecting" more damage for that last spike. If you
get rid of the damage spike drawback like in sol 3 then you're buffing it in two
ways which may be too much. 15 seconds sounds better to me but I think these
numbers are suitable enough to proceed in either case.
---[Ciaran on 6/11 @ 08:12 writes]:
I'm with Wobou here. Sol 3 with a shorter duration seems nice, and not overly
complicated.
---[Iytha on 6/12 @ 00:27 writes]:
Support for either of solution 3 or Ciaran's RELAX NUMBNESS idea in the
comments.
---[Aeldra on 6/12 @ 19:30 writes]:
I'm fine with solution 3 with a shorter duration or tentiatively solution 1 as
well.