Report 1128

Report #1128
Skillset: Necromancy Skill: Putrefaction
 Org: Nihilists Status: Completed Apr 2013
Furies' Decision:
We will tweak the formula downward but we aren't keen on adding more damage
types or giving wound protection.
Problem: A long time ago, the health drain component of Putrefaction was changed
from a static amount to a percentage of health. It made the skill far more
costly to use but it was balanced by the fact that it significantly reduced
cutting and blunt damage. That is no longer the case since physical damage is
not what it once was. This goes beyond PvP, for even in bashing, when it comes
to killing things that count, physical damage is almost non-existant anymore,
with some exceptions.
[A: 0 R: 0] Solution #1: Change the decrease in health drain back to what it
 once was.
[A: 0 R: 0] Solution #2: Significantly increase the number of damage types
 that putrefaction defends against, and decrease the
 health drain.
[A: 0 R: 0] Solution #3: Change the skill so that it also reduces the amount
 of wounds taken while active, and decrease the health
 drain.
Player Comments:
---[Daevos on 4/2 @ 04:12 writes]:
Eight years ago when Putre was changed I understood it. Surge and other factors
pushed health totals here far above the range generally found in other realms.
Also it was easier to get high level of regeneration here as well, so the scaled
health lost prevented the skill from being a straight buff that can be used at
all times. Now the game has totally changed the significance of cutting and
blunt damage, which has made the cost of Putre far outweigh the benefits. So I
support any and all of these solutions.
---[Vivet on 4/4 @ 01:08 writes]:
I am willing to support solution 1, but I think we need greater expansion on the
other solutions. What works and fits, thematically, for solution 2? The most
immediately obvious answers to me seem like they might be poison, excorable, and
asphyxiation, if anything.
---[Daevos on 4/4 @ 03:21 writes]:
If you want to think about what damage types might fit thematically here is the
ab description: By turning your flesh into a semi-liquid, rotting state, you
gain some measure of immunity from weapons. This will drain your health away
though, so use it with caution.
---[Thoros on 4/4 @ 15:07 writes]:
I'm in favor of solution 1, it's short and sweet and leaves putrefaction the way
it's intended. I don
---[Thoros on 4/4 @ 15:07 writes]:
I don't care too much for putrefaction to reduce wounds or protect against other
damage types, it's the drain which is still a killer, and 10% health drain every
couple of seconds is pretty severe when it comes to a group fight or even 1 on
1.
---[Shuyin on 4/5 @ 05:44 writes]:
Solution 1 is fine.
---[Daevos on 4/5 @ 15:14 writes]:
I would agree with 1 or 2 as well.
---[Daevos on 4/5 @ 18:12 writes]:
Ignore that comment. I put it on the wrong report.
---[Rivius on 4/9 @ 22:38 writes]:
Solution 1 sounds okay to me. How much exactly is the reduction on Putrefaction?
Solution 3 is definitely a no. The last thing Nihilists or Ur'Guard need is help
against warriors. The former already has access to high amounts of hindering
(and ectoplasm for goodness sake) and the latter already has access to the best
armour in the game.
---[Tulemrah on 4/13 @ 22:10 writes]:
Solution one supported.
---[Xenthos on 4/18 @ 01:45 writes]:
I'm going to go against the grain here a little bit and say that I don't
actually like solution 1. If you put it back to a static drain, it's either
going to 1) Not matter for Demigods (with Mercy, l3 regen with artifacts, level
3 hme rune and a Health blessing breaking 10,000+ health), or 2) Be unuseable
for anyone but Demigods if it's a large enough drain to matter to those
individuals. I mean, if the drain is 500, Mercy would quite handily cover that
entirely on its own even before other regens factor in. But a 500-health-per-
tick drain would be pretty rough on a Nihilist with 3,000 health. I can support
raising the base health drain and reducing the percentage to make it a bit more
useful, but I just don't like the idea of making it completely independent of
maximum health.
---[Thoros on 4/20 @ 02:54 writes]:
Putrefaction based on maximum health is what currently destroys the use of this
ability. Once again, physical damage is not what it once was. Nowadays, the
drain on a necromancer with putrefaction active currently outways any damage
reduced from this ability because of the simple fact that not many damage
sources are physical anymore.
---[Thoros on 4/20 @ 02:57 writes]:
If the admin see solution 1 as a concern, I'd really like to see solution 2
implimented. Extend putrefaction's damage reduction to all damage types (barring
asphyx and psy) and a decrease in the health drain (about 50% of what it
currently is)