Report 478

Report #478
Skillset: Aeonics Skill: Foresight
 Org: Sentinels Status: Completed Oct 2010
Furies' Decision:
Solution 1
Problem: Dodging is annoying. Especially when you cannot stop it( since proning
does not stop foresight), and especially when you have someone in plate.
[A: 0 R: 0] Solution #1: Prevent foresight from working while prone.
[A: 0 R: 0] Solution #2: Make foresight a 5 power defense that gives between
 10-15 DMP and drops on death/logout. Then also allow
 foresight to slightly increase the chance of one of
 mindclock/insight/timelessbody to fire, maybe
 slightly decrease futureglimpse's chance to drop.
Player Comments:
---[Raeri on 9/27 @ 07:05 writes]:
Could just make it not work in plate, I suppose. But of the solutions listed,
stopping it working while prone sounds good.
---[Casilu on 9/27 @ 19:20 writes]:
If it just didn't work in plate, then we would likely need it to be changed
anyway since half of the guilds with access to it could then not use it.
---[Inagin on 9/28 @ 11:02 writes]:
I agree that unstoppable dodging, especially when you have someone in plate is a
Bad Thing (*cough BadLuck cough*). That said, I would prefer Solution #2. Less
dodging abilities (at least for non-Acrobatics users) certainly can't hurt.
---[Viynain on 10/15 @ 08:45 writes]:
Solution 2 would be interesting for some flavour, especially if it came with
choice and flavour text for whichever one of the abilities listed therein the
Aeonics user decides to buff up. Think, Transmology Pathways, but less ooze and
tumours and more Dr. Who flavoured.
---[Geb on 10/15 @ 15:00 writes]:
Solution 2 does sound like the better path, considering solution one would make
Foresight like temporary dodging in acrobatics, that requires more lessons to
gain, and that has no other skills aiding in keeping it working as effectively
as possible (no contortion, balancing, off-balance standing).
---[Casilu on 10/16 @ 01:47 writes]:
As my own report, I like solution 2 the most as well.
---[Talan on 10/27 @ 15:23 writes]:
Solution 2.
---[Fillin on 10/30 @ 18:25 writes]:
Solution 2. Another option would be to keep the time limited aspect and make it
the same equilibrium/duration as current, but give 30-35 dmp instead.
---[Nydekion on 10/31 @ 06:48 writes]:
I rather like Fillin's solution as it makes the defense unique across warrior
defenses in giving a strong defensive option while still maintaining good
utility and gives the power cost a good purpose aside from just an annoyance in
putting up after death.