Report 763

Report #763
Skillset: Shamanism Skill: Root
 Org: Spiritsingers Status: Completed Jan 2012
Furies' Decision:
We will investigate implementing both solutions 1 and 3.
Problem: Problem: The root golem summoned via the Root trance in Shamanism (for
5p) attacks enemies with bleeding or entangle. Unfortunately, this golem is
stationary (making using it in most fights problematic), attacks a single random
enemy in the room, and is ground only. Additionally, when a golem is summoned in
a room that already possesses one, it destroys both golems, requiring another
cast, for another 5p. This set of restrictions makes the skill impractical
outside of Xv1 combat, during which there are superior strategies
[A: 0 R: 0] Solution #1: Allow ORDER GOLEM ATTACK/KILL <target> to focus the
 golem's attacks.
[A: 0 R: 0] Solution #2: In addition to Sol.1, enable ORDER GOLEM MOVE
 <direction> to move the golem about, very short eq
 time. If a golem is present in a room, disallow
 movement of a new golem into that room.
[A: 0 R: 0] Solution #3: In addition to Sol.1 or Sol.2, cause casting a golem
 in a room that has a golem already present destroy
 only the first golem, leaving the new golem in its
 place.
Player Comments:
---[Rika on 1/10 @ 07:33 writes]:
Written up by Enyalida. For its cost, it sounds like this skill is pretty
useless in most fights. Support all 3 solutions, personally
---[Shuyin on 1/10 @ 07:41 writes]:
I believe Solution 3 is already the case and is therefore unnecessary. I support
solution 1 definitely. Solution 2 is okay as well.
---[Shuyin on 1/10 @ 07:42 writes]:
I lied, I'm not too sure about solution 2. If that were the case, I could just
summon one golem, move it, summon another, etc. until I have a golem army who
passively entangle. So if solution 2 were to go in, I'd ask that only one golem
can exist in a room period
---[Enyalida on 1/10 @ 08:13 writes]:
Presumably you mean 'one golem can exist per caster'. Solution 2 would allow for
only a single golem in any given room anyways. Casting another golem would
destroy the first (if sol 3 went through) or both (otherwise), and trying to
move a golem onto a room with a golem already in it would fail. Last I checked,
golems destroyed each other (as outlined in the problem), with a special message
included, indicating that it is not a bug. I haven't seen anything on the
changelogs to indicate that this has been changed.
---[Enyalida on 1/10 @ 08:14 writes]:
With these changes put into place, I'd be fine with only a single golem, or some
limited number of golems.
---[Wobou on 1/24 @ 15:28 writes]:
Solution 3 sounds the best to me
---[Sidd on 1/31 @ 18:00 writes]:
Solution 1, 2 and 3 should all be implemented