Report 1472

Report #1472
Skillset: Telekinesis Skill: Magnetize
 Org: Shofangi Status: Completed Apr 2016
Furies' Decision:
Solution 1.
Problem: Magnetize currently causes double balance for one arm for one handed
warriors and monks and I believe a reduced balance malus for two handed
warriors. The malus on one-handed targets is five times the amount that can be
achieved in the new X/Y buff system (-100% vs. -20%). I believe it is also the
only balance altering skill still outside of the X/Y system. This strong balance
malus particularly affects monks since monks cannot start a new form with any
limbs off balance which causes the one arm's malus to act as a malus against all
balance and causes forms to take 7-8s. Against warriors magnetize has the
potential to hinder warrior wounding more than most other hindering abilities.
All that being said there are several counters to magnetize: if you run away
five rooms the channel becomes unlocked, if you unwield the magnetized weapon
and wield another weapon the effect is ignored, and last but not least a scroll
of disruption will unlock the channel. Walking away for aquas and geos means
potentially 5 seconds of movement time to do, however a pyromancer or aeromancer
(if I recall correctly) has no way to stop someone from autowalking 5 rooms away
and walking back in so depending on the skills of the mage the entire skill can
be countered in less than a second. Rewielding a new weapon also counters this
skill balance free and nearly instantly. Reading disruption takes ~4s and
rotates through the channels unlocking them. I haven't been able to test this
properly but it appears that disruption unlocks the channel immediately allowing
the mage to instantly relock magnetize if they so chose. So in summary the skill
has a massive hindering balanced against its fragility. This means that its use
against well-equipped and knowledgable fighters is limited while being
overbearing against those who do not have the means (an extra weapon/disruption
scroll). These proposals aim to change this ability from being a strong niche
ability to something less powerful but much more reliable.
[A: 0 R: 0] Solution #1: Change magnetize to operate on either id or super and
 to not require a lock. Magnetize now cause the next
 swing within 4-5 seconds to cause 60 bruising (or 150
 bleeding) per arm. (The numbers can be tweaked here
 of course)
[A: 0 R: 0] Solution #2: Magnetize changes to not require a lock and targets
 the caster's fieldplate instead. Doing this grants
 additional physical damage resistance as if it was
 masterplate and grants forced movement resistance.
 This will not function on robes. Additionally, while
 the caster is wearing their magnetized plate their
 wielded items gain the gripping effect.
[A: 0 R: 0] Solution #3: Magnetize remains as a locked ability which targets a
 person instead of a weapon. While a person is
 magnetized animate dagger attacks 50%-100% faster.
Player Comments:
---[Rivius on 3/23 @ 17:59 writes]:
Any of these is fine with me. However, I am partial to solutions 2 and 3 for
thematic reasons.
---[Cyndarin on 3/24 @ 00:43 writes]:
I am partial to 2. I don't mind seeing the niche ability of being annoying to
the physical classes go.
---[Cyndarin on 3/24 @ 00:44 writes]:
3 would have to double the speed at least to even be worth 3 fully locked
channels
---[Raeri on 3/26 @ 23:28 writes]:
Could make Sol 3 such that Magnetize makes your own dagger hit on cast but also
force all daggers in the room to hit target on cast (maybe a %chance?) It would
make thematic sense >.>
---[Cyndarin on 3/27 @ 15:06 writes]:
*drop 100 daggers* *magnetize*
---[Cyndarin on 3/27 @ 15:07 writes]:
As a note, when a channel is unlocked via disruption, the channel uses its
standard recovery time before it can be used again
---[Cyndarin on 3/28 @ 04:47 writes]:
As a note I dislike solution 1 as I think it takes a niche skill and makes it so
niche it's useless.
---[Wobou on 3/29 @ 22:20 writes]:
Solution 1 is there if we want to keep the idea that a TK can punish melee
classes more than other classes. I'm not necessarily for those sort of
countering skills either but if that's the primary intent of the skill then I
wanted to offer up something that would fill that void.
---[Shedrin on 3/30 @ 00:38 writes]:
To clarify, Solution 1 causes the next swing to deal bruising or bleeding to the
swinger, correct?
---[Shedrin on 3/30 @ 00:58 writes]:
I'd up the numbers on Solution 1. I don't particularly like Solution 2 or 3.
---[Lerad on 3/30 @ 03:33 writes]:
No to solution 2, please. Why are we buffing a caster's armor? Casters shouldn't
be wearing armor - thematically or relative to pre-overhaul norms - and why are
we considering giving TK casters master armour on top of that? Can we remove
that functionality instead of changing a pre-existing ability to boost it
instead? Current solution 1 and 3 seem fine - for the same reasons as Celina
stated, I prefer solution 3.
---[Cyndarin on 3/30 @ 23:46 writes]:
Well casters can wear armor now by design, and I don't see any reason why we
should adhere to stereotypical caster/tank/rogue armor styles. I would suggest
it require a locked channel, personally. Otherwise I don't see any glaring
issues with using a fully locked channel to provide the equivelent of less than
2 levels of resistance. 1 is always going to be terrible, 3 would need to do
double the dagger rate to be worth it, perhaps more once it's actually toyed
with.
---[Wobou on 3/31 @ 01:26 writes]:
@Shedrin: That's correct. Basically this would be a status effect that heals
itself after 4-5 seconds and causes this bleeding/bruising onswing. Keep in mind
that the bleeding per arm so in most situations it'll cause twice the amount of
bleeding listed. Alternatively we could double the bleeding amount and make it
cure itself upon being triggered, that might be a cleaner implementation.
---[Cyndarin on 4/4 @ 23:55 writes]:
That's still terrible. No to reactionary style skills.