Report 454

Report #454
Skillset: Tracking Skill: Pit/Spikepit/Snakepit
 Org: Paladins Status: Completed Oct 2010
Furies' Decision:
You can no longer drown in pits, and pits will fire under water.
Problem: Very recently, there has been an unannounced change that made pits,
spikepits, and snakepits not work in deluged environments. Since Deluge is
required for certain Aquamancer meld effects, it makes no sense that Aquamancers
have to be the only melders to be negatively affected by this change.
[A: 0 R: 0] Solution #1: Make it so that pits, spikepits, and snakepits will
 fire in deluged environments again.
[A: 0 R: 0] Solution #2: Have pits, spikepits, and snakepits not fire in rooms
 with active meld effects and apply it to ALL melders.
[A: 0 R: 0] Solution #3: Remove the abilities Pit, Spikepit, and Snakepit (or
 2 out of the 3 and introduce nerfs to the remaining).
 In return, review other ways to make Tracking
 meaningful and useful.
Player Comments:
---[Viynain on 10/15 @ 08:36 writes]:
Solution 3 goes too overboard and I wonder at solution 2. Wouldn't that
essentially neuter any tracker in a group...ever? Considering, that is, that
most any group fight these days comes with a demesne attached, anyway. Though,
it's late and I might not be seeing something obvious being pointed at in these
suggestions?
---[Nydekion on 10/15 @ 09:54 writes]:
Unless I'm far off, I believe the attempt is to mainly address that trackers
fighting in an aqua demesne are hindered for little good reason compared to
fighting within other melds due to an unnannounced change that prevented pits of
any type from working in any deep water which is a staple for the meld. Solution
1 would make the most sense to correct this as it directly addresses the problem
but the other two solutions seem geared towards equalizing tracker effectiveness
across all meld types.
---[Geb on 10/15 @ 14:51 writes]:
Solution one would make the most sense, as long as the deluge room pits do not
cause a person to drown while in the pits.
---[Ixion on 10/15 @ 17:30 writes]:
Soln 2 does go overboard as Viynain said. I'd prefer soln 3 as the only of those
listed that would be a change in the right direction. Soln 1 is definately not
the answer as currents with pits down is absolutely too strong. The bug fix on
pits in aqua demesne fixed pits in currents and it should not be reverted. I'd
support other solutions that don't involve currents near permanently throwing
into pits.
---[Inagin on 10/16 @ 09:50 writes]:
Unless an administrator states otherwise, I do not believe the unannounced
change was a "bug fix", especially when there is an old announce post that
proves otherwise.
---[Inagin on 10/16 @ 09:56 writes]:
Also, Geb, can you please elaborate a bit? Do you mean that those in pits should
be immune to Stillwater? Or do you mean that people should not drown when they
have Waterbreathe up? Currently, if you do not have Waterbreathe up and you fall
into a pit (in a non-Deluged room, of course), you drown.
---[Inagin on 10/27 @ 15:43 writes]:
Sorry about my last comment. I just tested a pit in a non-watery room and
drowning does not happen. So yes, removing the drowning effect while in pits is
fine with me (Stillwater should still work like normal, however).
---[Talan on 10/27 @ 16:11 writes]:
At present, when you get pitted in a flooded room without waterbreathe (which
can be passively stripped within the aquameld), you begin to drown, something
that doesn't happen in other terrain types. It seems like a fair tradeoff at
present that pits would not fire in deluged rooms given the singular bonus they
give in merely flooded rooms. I guess if you sacrifice this effect, you can go
back to having them work throughout, including deluged rooms. So, solution 1,
with a qualifier.
---[Fillin on 10/30 @ 18:13 writes]:
Solution 2 or 3 would be fantastic.
---[Inagin on 10/31 @ 09:06 writes]:
I think I'm going to agree with Geb and Talan and favour Solution #1 with no
natural drowning in pits.
---[Xenthos on 10/31 @ 16:59 writes]:
Solution 2 is essentially a complete destruction of most uses of pits, since
group fights are fought throughout melds. So, I agree that it goes overboard.
Solution 3 is 99% likely in the "Not Going To Happen" group. Too broad, no
solution or idea what to replace pits with, it's basically a throwaway
suggestion. This leaves Solution 1 as the only really viable option here, with
the same qualifiers as above.