Report 1040

Report #1040
Skillset: Beastmastery Skill: Armour
 Org: Pyromancers Status: Rejected Feb 2013
Furies' Decision:
After further consideration, solution 1 is not viable. We do not think that the
desired effect, increased flavour, would be well-served by doing this. There
would be numerous design restrictions in place on beast armour and the end
result would not be particularly attractive - lots of text, or too little of the
beast showing through the armour, awkward interactions between beasts and
armour, etc.
Problem: As it stands, Beastmastery Armour provides a static defensive buff for
beasts that could be expanded to add more overall flavour to the game.
Solution #1: Instead of Armour being a flat buff, make it the ability for a
 beast to wear armour that Forgers could newly forge (as a
 design). Aesthetically, it would change the room look of a beast
 (ie. instead of seeing 'a brawny wyvern with skeletal wings', it
 would be 'a wyvern bearing <designed armour>'). Mechanically, the
 armour attached to a beast could impact functionality in more
 ways than one. Losing the skill or removing the armour will
 revert the beast back to normal. Suggestions will be written in
 the following solutions.
Solution #2: Just as Tattoos can be designed and the power imbued upon
 creation, I would like for the same consideration to be made for
 BeastArmour. Suggestions on effects are as follows:
Solution #3: (Plate): Armour's defensive bonus as it works now and added
 Battle damage caused by the thick armour. (Heavy): Increased
 summon resistance from Balancing and a movement speed malus.
 (Decorative): Increased effects from any Beastmastery Influence
 effect. (Spiked): Added bleeding damage on Battle hit and causes
 bleeding on those who attack the beast. (Reflective): Beast Heal
 and Cure could be used on others at a doubled cost of beast ego
 or balance.
Player Comments:
---[Celina on 2/7 @ 01:20 writes]:
Sure, sounds fun
---[Tandrin on 2/10 @ 14:51 writes]:
I am not opposed to this and think it could be interesting. I am concerned
about the changing of beast appearance as we have to keep in mind custom beasts.
I am not sure we want to change their appearance since it is a customized thing.
---[Xenthos on 2/12 @ 01:01 writes]:
Custom beast appearance doesn't change along the lines that regular beasts do.
When I train Ilistala with flight she does not grow magic-wings. She is
apparently an Ascendant-leopard and can walk on air.
---[Enyalida on 2/17 @ 19:06 writes]:
This seems overly complicated, and the description changing seems like a penalty
for use to me. Neither do I really support making beasts and beastmastery more
of an involved part of combat.
---[Xenthos on 2/21 @ 02:20 writes]:
Well, speaking for myself, I'm always loving new additions and things to do with
Ilistala. She's the entire reason I went Cavalier to begin with!
---[Janalon on 2/28 @ 12:18 writes]:
I entirely support this report. In fact, I could forsee a skill-per-trade
approach for supporting beastmastery. Jewelers could make collars, tattoists
tribal tats (or even brandings), forgers armours, artisans saddles, enchanters
auras, etc. Even if this was purely cosmetic rather than adding buffs. For
example, perhaps it could add to the bottom of the long description, much like
how player desc/equipment works. However with that being said, I could forsee a
whole slew of mechanical and design issues that might make implementation near
impossible.