Report 319

Report #319
Skillset: Brewmeister Skill: New
 Org: Cantors Status: Rejected May 2010
Furies' Decision:
We do not find this to be necessary. If envoys find the levels need tweaking,
this can be done.
Problem: Currently, brewmeisters suffer from a lack of demand of actual
brewmeister wares such as malts. Malts generally do not sell due to their full
benefit being reached depending on drunkenness levels. Being drunk is a
hinderance in combat
Solution #1: Grant brewmeisters the ability to create infusions made from the
 combinations of malts and teas. These infusions can be used on
 shots of a beverage to increase cha and int
Player Comments:
---[Ilaveuse on 5/2 @ 20:32 writes]:
So... how would this actually work? Would you create a beverage that would
increase cha and int that you would pour into a vial or something? I think we
need more detail. The main thing that sticks out is the disparity between having
one con platter and 50 sips of something to boost cha and int. How do you plan
to fix that?
---[Jayden on 5/3 @ 00:24 writes]:
Only beverages poured into a shot glass could be infused
---[Viynain on 5/3 @ 08:59 writes]:
Technically any liquid can be poured into a shot glass. I still think you should
go for a mix and match cocktail ability where if you mix like, some palemalt and
darkmalt together, you get a drink that, say, increases summon resistance. Or
greentea and palemalt for a defense to protect against the gusts of air in the
Air plane which had a 50% chance of fading every time it blocks the movement. Or
ambermalt and darkmalt to get a 5% crit rate boost for an hour. The
possibilities would be endless for such a skill! Though I don't mind a +1INT or
CHA boost, some flavour wouldn't be horrible either.
---[Jayden on 5/4 @ 01:53 writes]:
Well current malts already give an increase to damage and decrease damage wanted
to try and stay away from those or mimicing any artifact affects
---[Viynain on 5/4 @ 03:39 writes]:
Oh, a combination that'd give an hour-long def that would increase aetherwill
regeneration would be popular too.
---[Ilaveuse on 5/4 @ 03:51 writes]:
Without giving Viynain's suggestions much actual thought, my gut reaction is
'yes.' I like them. But you can still have more than one sip in a shot glass.
Are you thinking that it would just be more expensive than a platter?
---[Viynain on 5/4 @ 06:52 writes]:
If anything, this'll probably be sold in a bottle, so the prices will be up to
whatever the shopkeepers decide its worth, I think.
---[Jayden on 5/4 @ 09:52 writes]:
I was trying to avoid having kegs or bottles or it, but after thinking it over i
think perhaps it may be better to change the benefits of the malts themselves
from increased def and increased damaged to perhaps aetherwill regeneration and
something else but perhaps have some sort of cool down
---[Viynain on 5/4 @ 18:44 writes]:
I like the flavour of ambermalt and darkmalt, so I don't suggest altering those.
I just suggest adding onto the base abilities of Brewmeister so that it can
actually be a profitable trade skill (as it is meant to be).
---[Ilaveuse on 5/5 @ 06:57 writes]:
I like Viynain's solutions better than the proposals for stat boosts just
because the cost of a bottle of the stuff compared to a platter (in order to
balance it, in terms of both the comms required to make it fair and to turn a
profit) would make it annoyingly expensive. The other effects are better, I
think.
---[Placeus on 5/11 @ 04:09 writes]:
I'm not sure that the malts are really all that useless. I was testing what the
damage bonus and mitigation are from amber/dark malts and found that I could get
a steady 5-10% before reaching a level of drunkenness which interfered with my
commands. I was able to keep drinking to maintain the buff without raising my
intoxication level. Perhaps if popular systems are updated to use these buffs -
especially when bashing - you would sell a lot more malts.
---[Fillin on 5/18 @ 10:34 writes]:
I'm alright with solution 1. Amber and dark beers are fine as is, though.