Report 597

Report #597
Skillset: Tinkering Skill: Musicboxes
 Org: Harbingers Status: Completed Apr 2011
Furies' Decision:
Solution 1
Problem: Enchanted music boxes currently negate 1 level of regeneration of 1
type (health, mana, or ego) for all personal enemies of the caster in the room,
for a duration of 5 minutes. While the music box is going, everyone affected
sees a recurring message indicating who has cranked the music box. The effect is
ended by using a targeted disjunction enchantment (also tinkering) on the
caster. Musicboxes are expensive to produce (200 commodities), and because the
impediment is so mild, and the counter so simple, hardly anyone bothers
obtaining or using either enchantment.
[A: 0 R: 0] Solution #1: Make any one type of musicbox negate all 3 levels of
 regeneration for personal enemies in the room while
 it is playing.
[A: 0 R: 0] Solution #2: Remove the disjunction effect for ending musicboxes.
 Instead, have disjunction be a room effect which
 gives a chance for personal enemies to break off from
 their groups (cease following or leading).
[A: 0 R: 0] Solution #3: Drastically reduce the number of commodities required
 to construct musicboxes (Artisan).
Player Comments:
---[Talan on 4/8 @ 22:01 writes]:
Tinkering items have not gotten any more popular. They're still very expensive
compared to other enchantments, and they're far less useful. Music boxes have a
weak, lacklustre effect, and a really simple counter. So, either make the effect
more worthwhile, or else eliminate the simple counter. I prefer solution 1, to
be honest. Any further suggestions for disjunction though could be interesting.
---[Asmodea on 4/11 @ 23:53 writes]:
I agree that musicboxes are indeed lackluster objects, they cost a huge
amount(like all tinkering items) to create and their effects negligible.
Negating all regeneration would atleast see them used also without making them
over powered. If this option is not an option, along with Talan's ideas, some
other suggestions made were making one of the boxes increase summon resistance
to allies in the room when its played, influence buffs, bashing/critical buff.
Could have them increase max mana(Azure)/ego(Gold)/health(Emerald) while played
for allies or just for the player or decrease for enemies. I'll add more ideas
when I get more.
---[Nydekion on 4/12 @ 00:08 writes]:
I think at this point there are more than enough summoning resistance defenses
and abilities available without needing to add more. The last boost to summoning
resistances essentially put it at a good balanced medium.
---[Talan on 4/12 @ 19:36 writes]:
A report asking for broader buffs for musicboxes was already rejected in the
past, so I was not really trying to do that again. I was looking at the problems
with musicboxes - prohibitive cost, weak effect, simple counter, and looking for
things to correct any of these. Cost probably won't get changed, owing to the
semirecent commodities overhaul, so I'm looking at the other two issues. If it
were chosen to remove the counter, then we would need to find a new good use for
disjunction.
---[Nydekion on 4/13 @ 00:11 writes]:
That's a shame, I think a lowered cost really would be the correct solution here
as the power of the effect in itself is reasonable for the level of an
enchantment.
---[Talan on 4/13 @ 12:19 writes]:
Well sure. I'll put up the reduced commodities cost as another solution.
---[Inagin on 4/16 @ 00:19 writes]:
Solution #3. Even 50 commodities seem excessive.
---[Iytha on 4/16 @ 05:38 writes]:
Artisan items cost way too much in general, but I honestly doubt that's going to
change anytime soon. I support solution 1, and am strongly opposed to solution
2. Will post some ideas for effects for the other two musicboxes in a few.
---[Talan on 4/17 @ 10:48 writes]:
All the musicboxes currently negate one level of regeneration for their
respective type - azure for mana, golden for ego, emerald for health - its only
the magnitude I propose to change, so no additional effects are needed here.
---[Iytha on 4/18 @ 08:08 writes]:
Ah, I misread that entirely, then. Dropping 3 levels of regen is a fine effect,
one that would be well worth the cost in group fights.
---[Nydekion on 4/30 @ 08:45 writes]:
Solution 3 is fine. For an enchantment, there's no need to increase its potency
further since the effect is fairly easily initiated, maintained, and affects an
entire room.