Report 1761

Report #1761
Skillset: Dreamweaving Skill: Motes/Manifestations
 Org: Hallifax Status: Rejected Jul 2017
Furies' Decision:
We do not believe this is necessary.
Problem: A dreamweaver can have up to 10 active motes that are used for various
dreamweaving skills, which functions a lot like power. When a Dreamweaver
manifests one of their summons (Haunt, DreamBeast, etc), their max active motes
are lowered by 4 or 6 depending on the summon until it's dismissed, at which
point it starts to regen as normal. The specific numbers, 4 and 6, mean that a
Dreamweaver can only ever have two manifestions at once, and when they do, they
can't do anything else actively with their motes. Even if their manifestion is
dismissed, they have to wait after that point for their motes to return to do
anything. This limits the Dreamweaver to a limited set of active abilities which
promotes gameplay of spamming their most efficient drain or hinder while their
passives are up.
[A:11 R: 0] Solution #1: Change Dreamweaving manifestions to no longer reserve
 active motes, but still cost motes on cast. Motes
 will regenerate as usual. Limit the amount of
 Manifestions to two.
[A: 7 R: 0] Solution #2: Change flinging and embedding motes (such as
 epilepsy, memoryloss), to not cost active motes. --
 Prefer Solution 1 as this doesn't make much sense
 thematically.
Player Comments:
---[Shedrin on 7/11 @ 22:05 sets as pending]
---[Falaeron on 7/12 @ 23:53 writes]:
I like solution 2 more, with the caveat that embedding to chemwood weapons also
costs no motes. I don't think that the mote afflictions are strong enough to be
limited, regardless of whether manifestations share the same pool or not.
---[Danquik on 7/13 @ 22:51 writes]:
Solution 2
---[Falaeron on 7/13 @ 22:56 writes]:
Actually, I'd like to just see motes done away altogether and have both sol 1
and sol 2 implemented.
---[Wobou on 7/15 @ 05:13 writes]:
I know that the limitation on activate motes was done very purposefully so this
report makes me nervous. Of the two I prefer sol 1 because sol 2 sounds like it
increases the throughput on someone spamming motes (particularly memoryloss) so
it changes more than what the problem statement is about. I'll defer to you
folks to determine whether or not that's an issue.
---[Falaeron on 7/16 @ 22:11 writes]:
Outside of memoryloss, which is admittedly strong, none of the mote affs are
really significant enough for me to think that any cost beyond the relatively
long balance time for a single aff is necessary.
---[Aeldra on 7/24 @ 13:47 writes]:
I kind of am a little cautious in regards to this report as well, as was pointed
out, the limit seemed very purposefully. If you summon a beast and a haunt,
you're blocking your active use of motes. (Doesn't stop you from beforehand
embedding your weapon and / or demesne with the motes you wanted ). If you chose
to summon haunt/blade, you would still have two active motes to work with. As
such am not actively against it, just wondering whether it's actually needed. I
could probably picture it always reserving your active motes down to 1 or 2,
forcing you to have a drawback while not blocking you from using motes
completely in terms of an augmented solution 1. Will abstain from this report as
I discovered it rather late.
---[Shedrin on 7/29 @ 18:48 writes]:
Ideally there should be a situation where you're encouraged to use your active
mote skills to achieve a kill. Right now, with the power of Beast and the
limitations of active motes, that doesn't work out, but with Beast hopefully
getting adjusted, this report could help open up more options (though it will
likely still be weaker than spamming damage/ego drain/shieldstun, but it's a
start). Dreamblade should be adjusted as well, I think, but that's for a future
report.