Report 86

Report #86
Skillset: Acrobatics Skill: Tripleflash
 Org: Cantors Status: Rejected Nov 2008
Furies' Decision:
We do not believe this to be necessary because tripleflash provides 50% dodging
without dropping on offense, unlike other similar abilities.
Problem: A skill taking 10p to use should have some transparent benefit. I.e,
things like trueheal, and suspendedanimation will, for 10p keep someone alive.
This is a fair trade because using 10p requires someone to forgo the offensive
skills in his repertoire. This is particularly true for a bard. Tripleflash in
its current form does not justify the 10p cost. Not only does it last too short
(-25sec), but if you get proned thats 10p out the window. +50% dodging will not
prevent prone. It might delay, but not prevent it And inside a demesne, its
worse as tripleflash does not seem to dodge demesne proning effects. Forgoing
the majority of our power attacks just so we can minorsecond for a few times
(mind that minorsecond damage was already adjusted) will not do anything to kill
someone good. I recognize that monks does not have this problem. But there must
be balance. 10p for a skill that have such minimal benefit for a bard is hard to
swallow
Solution #1: Effective dodge rate was halved from 100% to 50% but power cost
 stayed the same. If rate was halved, power cost should be halved
 too - From 10p to 5p.
Solution #2: Reduce length/cost from 25s/10p to 15s/4p. This way the skill can
 be used situationally. Also since length is just 15s, a monk will
 not be able to use it as an i-win button. Note that tripleflash
 consumes a 5 balance. Leaving the tripleflasher just 10s for
 offense. None should die against a monk/bard in a 10s window.
 Someone can just reflect/avoid/leave the room and tripleflash is
 gone. (Also, as noted.. proning someone even in tripleflash is
 fairly easy. Too easy in fact. Particularly in a demesne)
Solution #3: Leave power cost at 10p but extend duration to 60sec.
Player Comments:
---[Synl on 11/12 @ 15:09 writes]:
It should be noted that Tripleflash was given a 50% dodge rate when 100% dodge
rate was deemed too powerful. However, when dodging was changed to fail while
prone, Tripleflash was -not- changed back to its original 100% - 10p for a 50%
chance to dodge when dodging can be stopped completely via proning is simply too
much. Compare to other 10p-for-survival abilities.
---[Shuyin on 11/17 @ 07:59 writes]:
Sure, put it back up to 100%, just make sure tflash drops when the monk/bard
attacks, just like every other 10p for survival move, yeah?
---[Synl on 11/20 @ 16:54 writes]:
And make sure every other 10p for survival move becomes useless when proned by
any means (including passive) and does not cure any afflictions, wounds, or
stats upon use, right? :P Really, the point is, 10p for 50% chance to dodge
active abilities when dodge fails while prone, considering the numerous passive
prones in the game, is not balanced.
---[Lanfayr on 11/21 @ 00:20 writes]:
Solution 1 sounds good to me, or making dodging work even when prone as long as
tripleflash is up.
---[Nejii on 11/24 @ 10:36 writes]:
Another solution seems to be increasing your agility so that your dodges work
even prone (along with a duration increase and a smaller dodge proc increase.)
---[Shuyin on 11/25 @ 04:25 writes]:
Solution 1 is fine, on another note
---[Desitrus on 11/26 @ 05:50 writes]:
Solution 1 from the Paladin Peanut Gallery
---[Ceren on 11/26 @ 23:50 writes]:
Any of those three solutions would work and accomplish pretty much the same
thing