Report 1474

Report #1474
Skillset: Skill: NexusInspire
 Org: Cantors Status: Completed May 2016
Furies' Decision:
Solution 3ish- +5/13 to vitals/regen.
Problem: With the overhaul conversion to the new stat/buff system, Nexus Inspire
(bard nexus discretionary) is now no longer worth the power cost, and provides a
negligible benefit when cast, being changed from 15% to 1/8. It costs 400 power,
lasting one ingame day, and in keeping with this - this report aims to allow it
to fulfil a particular niche in raid defense, by replacing the current effect
with one of the following:
[A: 0 R: 0] Solution #1: Channel the effect of the Greater and Lesser Song
 guards across the affected territory on a timer (much
 like distort currently shakes prismatic and burrow,
 or ripple/liverforest), causing any flyers or
 intrepid tree-climbers to be pulled forcefully back
 to ground elevation, stunning them upon impact. This
 would ignore the effects of levitation.
 Alternatively, have this trigger upon room movement
 and cause anyone attempting to move in a cardinal
 direction to be pulled to ground elevation and
 stunned (much like how the current imbued Song guards
 work).
[A: 0 R: 0] Solution #2: Cause enemies of the organization to experience a
 much accelerated gain of astral style insanity while
 within the affected territory. Possibly also consider
 allowing it to accelerate the loss of insanity for
 organization members, to allow for potential
 counterbalance.
[A: 0 R: 0] Solution #3: Provide members of the casting organization +13/13
 vital and regeneration bonuses while within the
 affected territory.
Player Comments:
---[Synkarin on 5/11 @ 19:42 writes]:
No to solution 1, with liveforest/flux etc, I don't believe that's necessary.
Solution 3 is fine, if it's toned down, I'd be okay with 3/13 or that range of
vitals/regen boost. 13 so it's always beneficial unless you're already at that
13 cap. 13/13 vitals and regen is really too much. 12400 vitals + 26% regen
ticks are really high. Solution 2 is also fine, though I forsee it being used
more to lower insanity after hunts than useful in raids.
---[Xenthos on 5/11 @ 22:23 writes]:
I like solution 2, for regen -only-. It seems like it could be neat and useful
as a defensive ability. Giving everyone 13/13 vitals is too much though.
---[Falmiis on 5/12 @ 00:02 writes]:
Solution 2, but for the the increased insanity generation for enemies only, or
solution 3, for regeneration. I don't see any real connection between increased
insanity healing and what should be a defensive power. It'll just be (ab)used
after long astral hunts, as Synkarin suggests.
---[Xenthos on 5/12 @ 00:09 writes]:
I mean solution 3 in my comment, obviously!
---[Lerad on 5/13 @ 01:48 writes]:
I'm actually fine with all three solutions, though option 1 does seem like it
might be a little overkill when paired with the other discretionaries. I
actually prefer the insanity healing portion of solution 2 more than the
insanity bulding (for enemies) portion, because of how long it takes to recover
insanity, and for a 400 power discretionary, using it to heal up astral bashing
downtime is not a bad idea, really. Is there a pressing need for it? Nope, but
it's a new way of using org power that doesn't affect the raiding vs
discretionary, stifling combat vs preventing griefing debate. I'd be willing to
vote for option 2 to be explicitly changing Inspiration to an insanity recovery
tool, if it's suggested. Alternatively, if we MUST have a combat discretionary
that doesn't affect insanity recovery, changing the insanity healing portion to
a aff or health healing tic would be a good alternative. Agree with Xenthos on
solution 3: a 3/13 buff to all vitals and/or all regen would be a good enough
buff. Alternatively, you could just make it give 3/13 to everything on BODYSCAN
(resists, buffs, bal/eq etc). That would be pretty sweet and well worth 400p.
---[Selna on 5/14 @ 12:36 writes]:
I support Solution 2 on this. Three if toned down significantly.
---[Raeri on 5/15 @ 00:09 writes]:
I will mention that Inspire used to be a 15% gain that stacked on top of
everything else, which is the reason I have listed such high numbers for Sol 3.
As it would then be within the buff system it would no longer benefit extremely
artifacted players as much (though my assumption was that not everyone will be
capped from both vitals and regen) while applying full effect to the younger
members of an organization allowing a more even defensive playing field, as well
as making it more 'worth using' compared to effects such as say
liveforest/flux/distort.
---[Shedrin on 5/15 @ 11:17 writes]:
Solution 3. It should be significant else it'll never be used considering the
power cost, unless the org has a construct up. No to more insanity. I'm also not
particularly enthused by Solution 1.
---[Silvanus on 5/21 @ 03:50 writes]:
Inspire is hilariously bad in the new overhaul. Any fix is ok. I'd even be
willing to give bal/eq bonuses instead of vitals if people are worried about
that. It's a home plane, why wouldn't Inspire be powerful? I'd rather make
Inspire really strong and delete Ripple/Liveforest all together (and Flux if
Elemental planes were important).
---[Wobou on 5/22 @ 17:08 writes]:
I agree with Synkarin here, I'm for solution 3 but I think 13/13 is a bit too
much. I'd be okay with something like 5/13 so that folks would have to have some
of their own buffs to reach the cap.