Report 1787

Report #1787
Skillset: Nekotai Skill: Sprongma
 Org: Glomdoring Status: Completed Sept 2017
Furies' Decision:
Sol 1 with InternalBleeding
Problem: Sprongma was designed around monks as a bleed based class, this was
before we re overhauled the overhauled monks a second time to not be focused on
bleed and focused on afflictions and haemorrhaging. Sprongma doesn't have a use
right now. Currently the kick adds bleed to the target based on the number of
poisons upon the target 4 adds 50 bleed 5 adds 100 bleed and 6 adds 200 bleed
currently. The bleed level has been adjusted to such a low number due to the
redirection of monks from being a bleed class that you can potentially get a
bigger bit of bleed from a standard ka kick, due to it having a higher base
damage, than from Sprongma. Seeking to change it to an affliction based kick to
move it away from the old bleed stacking style monks.
[A: 1 R: 9] Solution #1: Head-Damagedskull, Chest crushed chest, gut
 damagedorgans. Arms damagedarms. No leg afflictions.
[A: 2 R: 7] Solution #2: Suggested afflictions in the comments.
Player Comments:
---[Veyils on 9/3 @ 02:41 sets as pending]
---[Ejderha on 9/9 @ 07:59 writes]:
Can you please describe the current functionality of the skill? I know you say
it doesn't have a use, but by that do you mean it literally does nothing? Or you
just don't like what it does?
---[Veyils on 9/10 @ 04:50 writes]:
Sorry my problem statement was a bit on the short side. I've expanded it with a
bit more detail. Even if you manage to stick 6 poisons on a target, which is a
tall order in itself, in order to hit with Sprongma 200 bleed isn't really much.
Then add into the bit that monks are no longer aimed at building bleed it makes
the skill a bit redundant.
---[Anelissa on 9/16 @ 03:19 writes]:
Very very very very very very much against giving nekotai a damagedorgans kick,
for the same reasons I am against shofangi having it in the first place. I'm ok
with the rest of the affs for the most part, just not damagedorgans. For
everyone else who doesn't know that I'm talking about, having damagedorgans on a
kick allows the monk to lead with a kick (unparryable) to stick damagedorgans,
which means their two arm actions are going to guarentee poisons. The proposed
changes open up combos for them like
damagedorgan/damagedthroat/anothericeaff+senso+chansu and hoping for a lucky
asthma proc from racial (which I'll note is the same/similar combo Ejd is
running around with as shofangi that people have a huge problem with).
---[Ejderha on 9/16 @ 19:10 writes]:
The unparryable kick is not expected to be relevant for long. Report #1752
approved in its entirety means it will be stances, that stances work against
kicks, and that monks will have less/no ways to bypass stances. While I buy that
the kick doesn't have much to recommend it, the current effect plays to Glom org
symmetry. Either they bleed or they clot, meaning vitals pressure both ways.
That's without considering monks can stick haemophilia better than anyone.
Shofangi still have several +bleed and x2/x3 bleed moves and passive effects,
and I think it is valuable for the kit to have alternatives instead of every
move being super awesome and specialized. I think +/x bleed skills can be
adjusted within existing design space instead of reworking all of them to our
ideal afflictions.
---[Anelissa on 9/17 @ 01:10 writes]:
Ah, forgot about that stance report. Regardless, that combo is potent and is
already considered a problem for Shofangi (which Vey and I have actively
attempted to find solutions for), so I don't really feel comfortable giving that
capability to them, when we are looking to remove it from the people that
already have it
---[Danquik on 9/17 @ 15:13 writes]:
I don't agree with giving more damagedorgans abilities to monks and would prefer
to remove existing ones, or change when/how they can give it. The idea for
changing damagedorgans was intended to give Blademasters something to set them
up more solidly as poison afflicters and once again Monks stole the spotlight.
---[Veyils on 9/17 @ 15:31 writes]:
I'm fine with switching out damagedorgans on all kicks if its an issue. For this
one if we say switch damagedorgans with internalbleeding then?
---[Anelissa on 9/18 @ 16:00 writes]:
I'd be fine with internalbleeding instead of damagedorgans
---[Moi on 9/18 @ 21:54 writes]:
As a nekotai I agree that damagedorgans would be a bit much. Sol 1 with
internalbleeding instead is reasonable, though
---[Ejderha on 9/20 @ 06:19 writes]:
Internal Bleeding makes a lot more sense both org wise and is something monks
should have access to for hemo purposes. I can support the change if
damagedorgans is swapped out for internalbleeding
---[Tarken on 9/28 @ 10:50 writes]:
Solution 1 with internalbleeding instead. I'd also lean towards removing
damagedskull, as I feel damagedskull and damagedthroat on the same combo is
excessive for the monks that have it already. Preference to make sprongma a
chest/gut kick as it was prior to the monk rework, though leaving damagedarms in
won't hurt anything.