Report 1179

Report #1179
Skillset: Wicca Skill: Willowisp
 Org: Moondancers Status: Completed May 2013
Furies' Decision:
Solution 3.
Problem: Willowisp is a summoning skill that functions as follows currently:
Both the willowisp and its target must be in a forest location, and the target
must be in an adjacent location. Takes 3s to go through. If the summon begins
successfully, then upon the completion (whether successfully summoning the
target or not) the willowisp will disappear. ORDER WILLOWISP SUMMON TARGET takes
4 seconds equilibrium, approx. The willowisp costs 1p to summon outside the
ethereal plane. As such, it's not really a cost-effective solution, because a)
Your target can just leave the room again before the caster recovers
equilibrium, and b) it costs 1p to summon in the majority of lusternian
environments and fades whether the attempt to summon the target is successful or
not.
[A: 0 R: 0] Solution #1: Reduce the EQ time of ORDER WILLOWISP SUMMON TARGET
 to 3s, so that it takes the same time as the delay
 for the skill to go through.
[A: 0 R: 0] Solution #2: Make the willowisp not fade if it does not summon
 successfully.
[A: 0 R: 0] Solution #3: Both of the above.
Player Comments:
---[Celina on 5/9 @ 23:22 writes]:
3 but I don't think this will solve any problems. Willowisp is just bad unless
it's Glom v Seren demesnes. I would like to see wisp increase summon resistance
while its in your entourage as well. Since I don't think summon skills should be
more prevalent, it would be nice to see it have have some sort of value since
it's doomed to situational value.
---[Laysus on 5/10 @ 12:48 writes]:
I actually believe, that if used with related skills such as dryad, this change
(ideally option 3) would make willowisp far less terrible.
---[Dynami on 5/10 @ 22:09 writes]:
All supported.
---[Celina on 5/11 @ 00:30 writes]:
Dryad is still visible on movement and instantly choppable. Will still suck
because of that limitation no matter what you do to wisp
---[Vivet on 5/11 @ 14:30 writes]:
Supported.
---[Thoros on 5/12 @ 23:59 writes]:
Solutions 1 thru 3 supported, though if it were me, i'd try changing wisp from a
summon skill to another affliction fae , but that's me.
---[Laysus on 5/14 @ 16:40 writes]:
While that would be nice, I couldn't come up with any decent afflictions that
work with it, and that aren't going to be too much when combined with SD
offense.
---[Rivius on 5/16 @ 01:04 writes]:
Solution 3 is fine, but if I am to input my personal feelings here, it doesn't
go far enough. Wisp is deplorably bad when compared to most comparable summoning
skills and communes don't get a lot of options there. I consider the current
state of willowisp (and commune movement skills for that matter) to be huge
group combat disparity between cities and communes.
---[Shuyin on 5/16 @ 01:04 writes]:
Well sure
---[Wobou on 5/16 @ 04:27 writes]:
I pretty much share Rivius' thoughts on this one.
---[Laysus on 5/16 @ 16:57 writes]:
I may in time try and get further changes to Willowisp when the more general
Wicca reports are done with, but at the very least this report is intended to
get it to a level of utility where it is least viable to use.
---[Thoros on 5/16 @ 21:45 writes]:
Though keeping in mind wisp bypasses blocking (and walls??) whereas beckon
doesn't. And wisp will pull a target whether offbalance or not, and beckon
cannot. And wisp can pull a bound target, whereas beckon, cannot. The
restrictions placed on wisp are there for a reason because it's a much more
powerful summoning ability than others.
---[Rivius on 5/17 @ 21:09 writes]:
I think the cost and benefits you're laying on the table here don't balance out.
If you want to compare to beckon to wisp:- (1) Beckon is spammable, doesn't cost
you the power and time of resummoning your demon/angel any time it is used. (2)
Beckon is not stopped by shields which is very significant during standoffs.
Wisp is. (3) Beckon can be done -anywhere- off the bat. Wisp has to be done
either in a forested location or requires the clunky use of dryads. If you use
the dryad, someone can just watch it come in, chop it and laugh. (4) Beckon is
instantaneous if successful, wisp takes ~3 seconds to go through. These things
have already been stated and I think overall it's easy to see why Beckon is the
superior skill all around. While I don't think the solution is to make Wisp a
Beckon clone, it obviously isn't good enough in its current incarnation to
compete on even grounds.
---[Rivius on 5/17 @ 21:11 writes]:
For the very least, along with these solutions, wisp should be changed to work
everywhere, but perhaps work a bit slower (4s?) in non-forest locations.
---[Thoros on 5/17 @ 22:14 writes]:
The requirements for wisp to work are fine in consideration that you can't
shield or wall up to stop the ability, nor can blockers save you from being
wisped. I'm not saying I disapprove this report, only to not forget why wisp
has such requirements.
---[Synkarin on 5/20 @ 18:52 writes]:
Wisp is stopped by shield, as Rivius said earlier. At the very least, I feel
solution 2 should go through, the wisp shouldn't disappear upon a failure.
---[Tulemrah on 5/28 @ 05:05 writes]:
All solutions supported.