Report 883

Report #883
Skillset: Transmology Skill: Fleshmound
 Org: Illuminati Status: Completed Mar 2013
Furies' Decision:
Solution 1.
Problem: Fleshmound is a bit lackluster for the transcendent transmology skill,
given that its Vortex Protection (auto rez for 25 flesh if you die on Vortex)
and Aura Enhancement (enhanced transmology auras) are simply far too limited to
see much use, if any. Regarding the former, it is very rare that people die on
Vortex, and even then, there are a few instances within very limited situations
when this ability would have worked (fleshpot raids), but the owner may not want
to be autorezzed with their fleshpot, given the high likelihood of another
death. As far as the latter goes, there are literally only two situations where
this ability gets some use: fleshpot raids (issues with that have been mentioned
already) and harvesting the fleshpot for the free flesh every IC month. Frankly,
the fleshmound effect is not good enough for this huge limitation to be
warranted. Furthermore, report 700 briefly touched upon the limitations of an
ability that only worked in a specific room within a specific area (re: doubled
vitals forcing sips), a weakness that fleshmound unfortunately shares. This
report aims to address these deficiencies
[A: 0 R: 0] Solution #1: Allow the vortex protection ability to be something
 the owner can turn on or off via a command
 (FLESHMOUND PROTECTION ON/OFF) or perhaps touching
 (or another action like stroking) the fleshmound will
 grant the auto rez "defense"
[A: 0 R: 0] Solution #2: Along with solution 1, increase the range of the Aura
 Enhancement aspect of fleshmounds to extend to the
 entire Vortex plane for a power cost (2-3p) for 15-20
 minutes OR a continual flesh drain every 1-2 minutes
 (lasting until the fleshmound empties or it's turned
 off), OR a one-time fleshcost for 15-20
[A: 0 R: 0] Solution #3: Along with solution 1, Add a syntax to temporarily
 bring the fleshmound to the caster's room for 10
 minutes for 5p in order to trigger the effects in a
 place other than Vortex. Syntax: FLESHMOUND SUMMON
Player Comments:
---[Enyalida on 7/4 @ 16:10 writes]:
I support Solution 1. I wish that all autorez abilities had an on-off toggle,
it's a downside to many of them. Fine with Solution 2. Uneasy about Solution 3.
---[Asmodea on 9/24 @ 08:12 writes]:
APPROVE of solution 1 & 2. But not to solution 3. Also will there be flesh costs
for these added abilities?
---[Shuyin on 9/24 @ 18:09 writes]:
Yeah sure for the power moves, if needed. I figured the power cost was enough,
but I don't mind.
---[Celina on 9/25 @ 18:42 writes]:
Alright. This is fine. As an aside, I think I speak for a few envoys when I say
I'm getting a little perturbed by the trend of repeated small Illuminati buffs.
It's about that time to start addressing what might be too powerful rather than
nitpicking what isn't.
---[Aeden on 1/1 @ 22:27 writes]:
I like Solution one or two. I don't agree with solution three to be extended to
other cosmic planes outside its own. Which I don't think it fits the rp aspect
of such protection to extend beyond such distant ranges to support it. Other
than that, I'm fine with either solutions I mentioned earlier.
---[Shuyin on 1/2 @ 19:58 writes]:
Changed solution 3 since it wasn't received favourably
---[Tacita on 1/9 @ 15:50 writes]:
Solution 1 supported, I also don't mind the other solutions.
---[Rivius on 1/9 @ 23:42 writes]:
Solutions 1 and 2 are okay with me. Not a fan of 3.
---[Ushaara on 1/10 @ 16:55 writes]:
Solution #1 supported.
---[Enyalida on 2/2 @ 23:19 writes]:
Still alright with 1. Two is iffy, not okay with solution 3. Having two very
boosted auras is still a very strong effect.
---[Rastor on 2/3 @ 21:41 writes]:
Solution 1 is straightforward and difficult to argue with , solution 2 is adding
extra utility, probably ok if restricted to vortex plane. Solution 3 is just
messy and changes the whole concept
---[Tandrin on 2/11 @ 15:50 writes]:
Support 1. Support 2 if restricted to Vortex. Do not support 3.
---[Dynami on 2/22 @ 02:37 writes]:
Solution 1 supported, Solution 2 supported if the power/flesh cost is made much
higher, and I don't support Solution 3. It does't make RP sense to be able to
pull a structure strongly tied to a Cosmic plane off of said plane and the
benefits far outweigh the cost.
---[Leolamins on 2/25 @ 10:10 writes]:
Solution 1 is fine, solution 2 sounds ok if limited to Vortex, I don't agree
with solution 3
---[Vivet on 3/4 @ 22:18 writes]:
If solution 1 is implemented, I would like to see a similar protection toggle
put in place for Harmonics Spire as well. I've no other comments at this time.
---[Morbo on 3/8 @ 15:52 writes]:
I agree with making transcendent skills worth learning since htey essentially
carry a 200 lesson cost on their own. If this passes, I'd like for the gods to
maybe take another look at report 700 which was meant to address similar issues
in crystalspire in harmonics.
---[Zynna on 3/14 @ 13:24 writes]:
No to 3, fine with 1 or 2
---[Viynain on 3/17 @ 06:12 writes]:
Any of these solutions work by my to make the Transcendent ability more
worthwhile.
---[Veyrzhul on 3/29 @ 22:33 writes]:
Solution 1 supported. I also wouldn't mind a toggle that allows to choose
whether to be revived at the fleshpot or the nexus on Vortex, if that helps.
Solution 2 supported (continual flesh drain variant). Solution 3 not supported.