Report 1780

Report #1780
Skillset: Skill: Healthleech
 Org: Hallifax Status: Completed Sept 2017
Furies' Decision:
Solution 4: Increase damage taken by target to 15-33%, extra damage taken is
transferred to afflicter (or room spread if none registered). Sensitivity should
be relooked for strength.
Problem: Healthleech is a steam affliction that periodically drains a small
amount of health from the afflicted to a random other player in the room. It
tics very slowly. The combination of the small drain and slow tic rate means it
is generally worthless for anything except enabling some specific skills such as
monk hemorrhaging boosts.
[A: 1 R: 8] Solution #1: Change Healthleech to reduce all healing on the
 target by 33%. The reduced healing is instead given
 to the afflicter.
[A:14 R: 1] Solution #2: Change Healthleech to tic every 3s for 500 drain.
[A: 1 R: 7] Solution #3: Change Healthleech to deal 125 unblockable damage to
 the afflicted whenever they are attacked, and heal
 the attacker by that much.
Player Comments:
---[Falaeron on 9/9 @ 00:48 sets as pending]
---[Crek on 9/9 @ 03:56 writes]:
We already have a healing reducing effect in sickening. Of the three choices,
solution three seems the most fair.
---[Ejderha on 9/9 @ 07:54 writes]:
I worry with Sol1 and Sol3 we will run into the issue of afflictions not being
able to track the afflicter. Also, what happens if you have multiple people
afflicting with healthleech? Does it stack? Or can I sip tetrodin, leech to
myself, and no one else can afflict me? What if you make the random player be a
random ENEMY instead, and increase the ticks?
---[Falaeron on 9/9 @ 11:30 writes]:
Iirc, Shedrin wrote this one so he'll have to answer questions. Personally I
like solution 2 the most, though maybe the amount drained is a bit high.
---[Tarken on 9/9 @ 21:52 writes]:
Also in favour of solution 2 with a possible number adjustment. Not so keen on
solution 3, as I feel that will either be too much or too little based on team
sizes/compositions (it'd probably trigger 3 times for monk combos etc)
---[Veyils on 9/10 @ 21:31 writes]:
Like solution two as well although would prefer a base+% as opposed to a fixed
number.
---[Tarken on 9/11 @ 06:22 writes]:
Could do 250+(max*0.02). That's 496 damage on someone with max health buffs and
376 on someone with 6300 health. Alternatively if we want to make the percentile
component more significant than the base, could do 150+(max*0.03) which is 519
on max health buffs and 339 on 6300 max. I personally like the look of the
latter numbers better.
---[Aeldra on 9/11 @ 11:19 writes]:
I'd be fine with solution 2, with a number adjustment. Maybe solution 2. 3 may
be a bit much if there's many attackers unless we ensure it's not ticking more
then once every x seconds.
---[Anelissa on 9/13 @ 18:01 writes]:
In response to Ej, iirc aff tracking goes by whoever was the last to afflict the
enemy. So if I hit healthleech on Shedrin, the effect would be given to me. If
Shedrin still has healthleech, and Veyils then hits him with healthleech, it
would then overwrite my healthleech and attribute Veyils as the new healthleech
attacker. So it is very possible that sipping tetrodin could overwrite the
affliction to make yourself the attacker, however someone else applying it would
overwrite that and transfer it to them.
---[Shedrin on 9/14 @ 14:00 writes]:
Sorry, I've been MIA for a while. Tarken's formula sounds fine to me for Sol2.
About self-poisoning, maybe we should finally just make that disallowed except
when masochistic.
---[Danquik on 9/17 @ 15:11 writes]:
I am in agreement with Shedrin on the Self Poisoning issue. It also neatly
solves the Ibululu to clear truedeaf tactic.
---[Veyils on 9/19 @ 22:50 writes]:
Ibululu issue has been reported on with a different solution. Not being able to
sip poison would be a minor nerf to healing and spit. Without getting too
complicated if the health leech is from a self or unknown source just make it do
the damage and not transfer to anyone else. Seems a tidier solution.