Report 681

Report #681
Skillset: Aquamancy Skill: Whirlpool/Currents/Pits
 Org: Ur'Guard Status: Completed Aug 2011
Furies' Decision:
We will look at implementing solution 1.
Problem: Pits were changed in a recent report to once again allow them to work
inside of aquamancer demesne. While that addressed uniformity across demesnes,
it did not take into account the inherent and significant advantage that pits
have inside of an aquamancer demesne already. Aqua demesne has
currents/whirlpool, which moves one laterally. This is the only demesne to do so
and as such it's passive knocking of people into pits every 10 second demesne
tick. Climbing out of a pit is 4-5 seconds generally with or without rockclimb,
and concealing a pit is 1 second, and can be spammed in all directions
constantly so that the very moment a person gets out of a pit they already
cannot move lest they fall into a pit again. Even if they manage to tumble, the
chance is nearly guaranteed that they will be passively forced into a pit before
they can leave the room. Also, the passive forced movement bypasses shield. This
combination of abilities is too strong and needs to be fixed appropriately.
[A: 0 R: 0] Solution #1: Once triggered, give all pits a 15 second dormancy
 period in which it either cannot be concealed, or
 cannot fire again in that time frame
[A: 0 R: 0] Solution #2: Restrict the effects of the whirlpool/currents to
 occur only if a target is on balance and able to walk
 normally (unprone)
[A: 0 R: 0] Solution #3: Restrict traps to fire only when a target voluntarily
 walks in/out of a direction, i.e. does not work from
 forced movements
Player Comments:
---[Enyalida on 8/14 @ 22:33 writes]:
It also bypasses protection scroll. I like solution 3, it neatly takes care of
some other issues. Solution 2 seems too strong of a nerf, but some method to
block whirlpool (that isn't a physical wall) is necessary in my mind. Soultion 1
seems the most messy, but because pits fire on tumbling and skills exist that
make tumbling the only method to escape a room, something of that sort sounds
like it could be good.
---[Rivius on 8/14 @ 22:34 writes]:
Solution 2 doesn't really make much sense. I'd be for either solution 1 or
solution 3.
---[Ixion on 8/15 @ 03:18 writes]:
I think solution 3 is my favorite as well. I believe that one to fix many of the
overarching problems with pits, while still leaving it untouched in 1v1
situations.
---[Ixion on 8/15 @ 03:21 writes]:
Addendum to clarify so this doesn't derail: 'relatively' untouched. Ultimately
any time you gust/tackle 1v1 someone into a pit you're only hurting your own
offense as it gives them more time to cure wounds at the cost of one's offense.
Pit/decap would be debatable, but if one cannot perform a simple web in 12
seconds when climbrocks exists, they should lose the fight anyhow**
---[Sidd on 8/15 @ 03:26 writes]:
I'm in favor of solution 3 in a generic sense, applying in all demesne's and
situations. It would stop nasty springtrap into pit concealed in ridiculously
fortified room issue as well, which I don't think is used regularly or reliably
by trackers in 1v1 situations
---[Morbo on 8/15 @ 05:59 writes]:
I support solution 1 the most, and that failing solution 3. As it is right now a
single pit user can pretty indefinitely keep multiple rooms trapped against a
single target, allowing them to move and conceal before the target can even get
out of the pit
---[Ixion on 8/15 @ 06:03 writes]:
Nitpick- you can spam conceals to ensure that the target will hit the pit after
climbing out, with assured success, but trackers can only conceal once a person
has left the pit. That appended, Morbo's previous statement is still accurate to
my experience
---[Asmodea on 8/15 @ 15:10 writes]:
I'm in favour of solution 3
---[Ethelon on 8/15 @ 23:43 writes]:
I'm in favour of solution 3
---[Inagin on 8/25 @ 03:25 writes]:
I agree that Whirlpool bypassing shield is overpowered (I think this is the only
passive effect available to melders that does so). I would support a change to
make the passive forced movement of Whirlpool blocked by shielding. However, I
would also like to point out that Surfboards give innate Waterwalk and
Aquamancers have no way to block the use of the in-game MAP. So, while it may
take more effort to move when next to the Aquamancer, the rest of the
Aquamancer's meld is extremely easy to navigate.
---[Inagin on 8/25 @ 03:26 writes]:
As for the Tracking part of this report, I agree with Solution #3, provided that
Tracking is compensated elsewhere.
---[Xenthos on 8/30 @ 12:10 writes]:
Solution 3 is a big change to traps, but probably for the best.