Report 625

Report #625
Skillset: Telekinesis Skill: Magnetize
 Org: Ninjakari Status: Completed Jun 2011
Furies' Decision:
We will look into having 2-handed weapons be partially slowed by magnetism.
Problem: The skill of Magnetize in Telekinsis allows you to greatly increase
balance loss when using the weapon it is used on. The counter to this is to read
disruption, however as the skill has no cost associated with it you can easily
reuse it along with your normal psionics combos. Magnetizing one arm makes the
entire weapon slower, and though the most obvious solutionseems to be to make it
only slow down the arm its used on when using a two handed weapon this would
stop a monks kata forms entirely as though it effected the whole weapon anyway.
To make this skill have some form of cost and therefore make it counterable and
not be unstoppable we propose some solutions.
[A: 0 R: 0] Solution #1: Make Magnetize cost 3p per use.
[A: 0 R: 0] Solution #2: Make magnetize cost 2p per use but require both arms
 be magnetized to slow down two handed weapons
Player Comments:
---[Morbo on 6/15 @ 21:55 writes]:
I do feel like magnetize needs to be changed. Personally, I'd go for a change
in mechanic instead of added cost. Double balance is far too long for how easily
it can be kept up, and with a power cost disrupt is too easy to counter it. If
this was changed to have a chance of increasing balance by double like 1/3rd
chance I think that'd be more balanced than both proposed options