Report 440

Report #440
Skillset: Runes Skill: DeathProphesy
 Org: Hartstone Status: Completed Aug 2010
Furies' Decision:
DeathProphesy will now require the same 5 slings but only 3/5 afflictions needs
to be on the target at the last moment.
Problem: DeathProphesy requires the runist to afflict the target with a set of 5
random runes, and then hit with an Othala rune before the target has cured any
of the afflictions. With fling being on 4 second balance, this essentially
means the target's curing must be locked up for at least 24-26 seconds to pull
off. Even a saplocked target who saw DeathProphecy coming could likely cure one
affliction and stop it. I can't really imagine a reasonable situation where
DeathProphesy would be possible without a quicker kill method being available.
[A: 0 R: 0] Solution #1: Change it to 3 random afflictions plus the final
 othala rune.
[A: 0 R: 0] Solution #2: Change DeathProphesy into a standard 10-12 second
 timed instant kill.
[A: 0 R: 0] Solution #3: Add a new syntax to DeathProphecy that's used instead
 of normal flinging, that doesn't afflict and has a 2
 second balance. Place a time limit of 3 seconds
 after each rune is shown so that the runist has 1
 second after balance to get off the next rune or the
 prophecy fails.
Player Comments:
---[Raeri on 8/11 @ 08:19 writes]:
Solution 3 would need a longer time limit, else any race with a slowed balance
won't be able to use perform it, not to mention any hindering at all would stop
it from working. That's not counting lag, either.
---[Lehki on 8/11 @ 14:25 writes]:
Hindering stopping it was sort of the point, was trying to make it sort of
parallel to timed instants while still being a little different. Though I
suppose that time might be rather tight, hadn't considered lag or slow races,
but also don't want it too long or I think it would be rather OP.
---[Narynth on 8/13 @ 00:20 writes]:
Of the three, solution one seems the best to make this skill plausible.
---[Raeri on 8/13 @ 08:39 writes]:
What if it stayed as is with the pictures, but instead of the requirement of all
afflictions staying on the victim at the end, make the final othala start a
timed insta, perhaps 8 seconds to reflect the extended setup? Kind of like how
Astrology Meteor's mechanism works - but instead of spheres, you have the
initial set of 5 (?), and instead of meteor, have insta.
---[Lehki on 8/15 @ 02:35 writes]:
It would need some kind of shortish time limit for the othala, Raeri, or the
runist could just set up the first 5 right away, and then go for the final one
at his leisure later on in the fight. Meteor at least requires a zodiac circle,
and isn't a guaranteed kill. Agree with Narynth that solution 1 likely the
simplest and best route, I just like suggesting and discussing alternatives.
---[Fillin on 8/26 @ 17:42 writes]:
I'm pretty unfamiliar with this skill. Is it true that there's a chance to get
freebie runes like rad/haegl that don't afflict but still count toward the kill?
---[Raeri on 8/28 @ 11:58 writes]:
I believe that chance was removed shortly after the skill was put in, from what
I've read
---[Fillin on 8/29 @ 17:12 writes]:
In that case I agree with solution 1, but you should still have to sling 5
runes. That is, you sling 5, and then if 3/5 of those afflictions are on them
when you sling othala, it insta's
---[Fillin on 8/29 @ 17:14 writes]:
Could also make it knock out 33% and 66% of health for 1 and 2 afflictions, if
you don't pull off the 3.