Report 195

Report #195
Skillset: Runes Skill: BenignProphesy
 Org: Blacktalon Status: Completed May 2009
Furies' Decision:
We will do a variation of solution 2
Problem: This skill is not worth using. The biggest problem is that it is an
active ability. It costs 1 power and cure 1 mental affliction and heal for a
small amount of mana to you and all allies in the room (300 mana on a surged
warrior with approx 4500 max mana). Since it is an active ability, it's just
never worth using because your allies are never all simultaneously in enough
danger that actively healing one random mental affliction will aide them in any
way and nor will 300 mana make a difference.
[A: 0 R: 0] Solution #1: Seeing as this is a runic prophesy that gets
 foretold, it would be nice if the end result was not
 always the same. I propose this skill be changed in
 the following ways. First, increase the power cost to
 3-5. Second, make it a passive ability that works in
 the room and lasts a reasonable amount of time for
 the given power cost. Third, add three new commands
 that would let the runist choose what beneficial
 effects would be passively aiding the runist and his
 or her allies. The actual rune requirement changes
 are not necessary, but for flavor. So, you can keep
 the original rune requirements of Ur, Nyd, Cen for
 all three new syntaxes if it is easier. One command
 would be FORETELL BENIGN PROPHESY ABOUT LIFE and can
 require the runes Ur, Nyd, Tiwaz. This would
 passively restore health to the runist and all allies
 in the room. The second command would be FORETELL
 BENIGN PROPHESY ABOUT EGO and can require Ger, Cen,
 Eh. This would passively restore ego to the runist
 and all allies in the room. The third command would
 be FORETELL BENIGN PROPHESY ABOUT AIDE and can
 require Othala, Sigil, Ansuz. This would passively
 heal one affliction per tick for the runist and all
 allies in the room. Also, the runist may only tell
 one benign prophesy in any one room at a time.
[A: 0 R: 0] Solution #2: Similar to solution 1: Increase power cost to 3-5
 power and make it a passive skill. Also, make it last
 a reasonable amount of time for the cost. Finally,
 change the current effect to increase the maximum
 health, mana, and ego for the runist and all allies
 in the room that the prophesy is foretold in by
 10-20%. This is simpler and allows for both utility
 and combat aide without being overly powerfully.
 These effects would not stack due to multiple runists.
[A: 0 R: 0] Solution #3: Make the skill passive, cost 3-5 power, last a
 reasonable amount of time and cure the runists and
 all allies of 1 random mental affliction in the room
 as well as heal health or ego, whichever you choose.
Player Comments:
---[Nejii on 5/25 @ 03:13 writes]:
At the end of the day I'm not sure we need more passive healing effects (even
though it wasn't a passive curing effect). The original design of the skill
seems to have been to make up for where healing completely failed -
specifically, to make active heals worth it in real combat. In keeping with
that, maybe it could just heal for more, but not heal the runist.
---[Krellan on 5/25 @ 04:04 writes]:
The original design blows. And active healing is not useful in any sense other
than green, gedulah, cure shrine, and full moon. What is the point of actively
healing 1 mental affliction when likely if you are likely paralysed and unable
to do so or prone and unable to use it? Anyways, I prefer suggestion 2 as that
is a health/mana/ego buff for one room, which is useful utility wise as well and
not passive healing/curing.
---[Viynain on 5/25 @ 04:55 writes]:
What's with all the late suggestions suddenly? An entire month passes, and
suddenly things are posted up and finalized with the discussions to be tied in
at the last moment. Anyways, Shrine Cure was recently nerfed so as to -limit-
passive aff curing, and adding more at this point is just funky. I'd suggest to
change the prophecy's effect to heal a small bit of health/mana/ego passively
depending upon the attunement of the prophecy and remove the affliction curing
altogether, but being finalized hampers that. So in short, no thanks on more
passive affliction curing. Go for a small, passive (small, mind, not humongous
twirl staff) healing of either one of h/m/e with the prophecy embedded in the
room.
---[Shamarah on 5/27 @ 02:07 writes]:
Yeah, we definitely do not need more passive affliction curing in this game,
that's just stupid. The health/ego oens are fine, though, I think.
---[Krellan on 5/28 @ 05:55 writes]:
Yup, I actually prefer decision 2 or 1 and then you can just not include the
affliction curing one. Personally, health/ego regen is more practical than an
passive affliction curing, so it's nice outside of combat and turns the skill
from never used to constantly used.
---[Krellan on 5/28 @ 05:57 writes]:
Also, I find it nice and ironic that you mention shrine cure here as I mentioned
it last month in your Moonwater report you pushed for.
---[Viynain on 5/28 @ 14:27 writes]:
Because...Moonwater is a continuous, long-term passive affliction curing
affecting more than one person at the time? Embedding a BenignProphecy would
affect all allies irregardless of affiliation as opposed to Moonwater.