Report 1170

Report #1170
Skillset: Paradigmatics Skill: ChaoteSign
 Org: Illuminati Status: Completed Jun 2015
Furies' Decision:
Sol. 2.
Problem: Paradigmatics ChaoteSign gives 1/8 universal dmp for the first 9 hits,
then completely absorbs the damage of the 10th hit. This mechanic is
unnecessarily clunky. It is nearly impossible to make strategic use of this
ability in both PvE and PvP, given the unreliability of counting 'hits', its
meager benefit while working, and plain bad luck. This report seeks to alter
this ability to be more suitable for use, yet retain the over all idea behind
the ability. The overhaul didn't exactly improve this situation either.
[A: 0 R: 0] Solution #1: Make chaotesign an almost-permanent defense that
 chance a low chance of providing a full 8/8 universal
 defense, after which it will then fade and needs to
 be put back up again. No more counting business.
[A: 0 R: 0] Solution #2: Alter ChaoteSign to be a defense you put up for 2p.
 While the defense is up, hits that damage the user
 will be absorbed and charge up the sign (1/8
 universal, like right now). Once the sign is fully
 charged, the sign will give a room message (ex: The
 chaote sign on your forehead burns brightly!), giving
 the user the ability to SHIFT CHAOTESIGN RELEASE (no
 eq cost, requires bal/eq to do, has a roomwide
 message as well), which will completely absorb the
 damage of the next hit that the user receives. This
 charge will last 10-30s, then fade (will require
 charging up again) to lessen potential prepping
 effect.
[A: 0 R: 0] Solution #3: Have chaotesign give increasing universal dmp after
 every hit, starting from 1/8 and ending at 8/8, for a
 total of 8 hits. After which, chaotesign fades and
 needs to be put back up again. No more damage
 absorption chance. Just increased tankiness per hit.
Player Comments:
---[Shuyin on 6/13 @ 02:47 writes]:
With this change, the user will no longer have to 'count' hits, adds strategic
value to skill, -and- maintains the theme of the ability.
---[Enyalida on 6/24 @ 08:51 writes]:
No to these current solutions (charge up to get a 'get out of damage free'
card). Among other things, it invalidates chemancers, with their high-risk,
blatant, and exactly timeable setups. Woodchemancers don't need any more
trashing.
---[Shuyin on 6/24 @ 23:20 writes]:
Good catch. I've specified a 3rd person room message (to make it easier to knock
out when it goes up) and shortened the window of time before it fades. I think
that addresses your issues.
---[Shuyin on 6/12 @ 04:16 writes]:
Other solutions welcome. Chaotesign isn't very practical.
---[Enyalida on 6/12 @ 16:37 writes]:
My previous concern about negating important and costly burst damage still
applies, even with a 3rd person message. It's trivial to count the seconds and
activate it within a window that will break -wood 10p bursts with this skill.
---[Synkarin on 6/13 @ 00:34 writes]:
Solution 2 should negate Enyalida's concerns if it's a 10 second window before
fading. The -chemancer would see the message, wait a second or two, then fire
their big 10p skill and don't have to be concerned with the damage being
absorbed
---[Vivet on 6/13 @ 03:34 writes]:
Sol 2 & 3 sound okay.
---[Lerad on 6/13 @ 06:07 writes]:
Solution 2 or 3 are both fine. If possible, a room wide message for when the
chaotesign is fully charged and for when the illuminati activates it will be
nice, in the case of solution 2.
---[Enyalida on 6/14 @ 01:10 writes]:
Clarify solution 2 - is it a message when it's finished charging, or that once
released it'll only wait 10 seconds for an attack? If it's the former, it's
probably alright.
---[Shuyin on 6/15 @ 02:35 writes]:
There will be a message when it's fully charged (then the thing will start
ticking down) and when the para user starts it, per Lerad's suggestion.
---[Viynain on 6/25 @ 03:29 writes]:
Solution 2.
---[Shuyin on 6/25 @ 04:14 writes]:
Oops, I had a typo, but chaotesign is actually 3/8. Still pretty minor, but I'm
gonna outline it here for full disclosure.