Report 1352

Report #1352
Skillset: Runes Skill: New
 Org: Pyromancers Status: Completed Jun 2015
Furies' Decision:
Sol. 1
Problem: With the Overhaul having completed its first round of skill reversions,
it's become clear how much of a disadvantage resistance-wise going Runes or
Dreamweaving is for mages. It's to the point that even novices are taught to
forego either skillset and select Psionics so that they're better equipped to
manage their guild tasks. Since this causes a situation akin to 'having' to
forego either roleplay or aesthetics for functionality when it comes to skills,
I'm looking to offset this by adding in some basic resistances to both skillsets
to make them more viable for everyone utility/hunting-wise.
[A: 0 R: 0] Solution #1: Based on envoy feedback, create a new ability,
 RunicArmband (or whichever appropriate wear), early
 on in the skillset that protects the wearer against a
 specific damage type based on the rune used in its
 creation. 5p cast and 5 runes on creation, provides
 2/8 resistance to a specific damage type. A damage
 type needs to be assigned to 11 runes to cover each
 type, with a preference for the more common ones
 being lower in the skillset (cutting, magic, blunt,
 etc.).
[A: 0 R: 0] Solution #2: Solution 1, but include an additional syntax to
 empower the armband for 60s, increasing the
 resistance to 4/8 for 2p and an additional runestone
 outlay.
[A: 0 R: 0] Solution #3: Solution 1, but include an additional syntax to
 empower the armband for 60s, adding a secondary
 resistance of 2/8 for 2p and an additional runestone
 outlay of the corresponding second resistance type.
Player Comments:
---[Elanorwen on 6/10 @ 14:27 writes]:
Solution 1 seems reasonable. I personally don't see a point to either of the
other two as they are likely to just confuse and complicate matters.
---[Tanin on 6/10 @ 20:48 writes]:
I like solution 3 because it gives a bit more variety and availability of buffs
for the runist. I don't think the syntax will be too confusing either. It's
pretty straightforward to me.
---[Vivet on 6/13 @ 03:39 writes]:
I feel like finding some way to integrate this into RunicAmulet might be more
interesting, otherwise solution 1 (no suggestions for integration provided
because I can't actually come up with any).
---[Viynain on 6/13 @ 04:34 writes]:
The initial proposal did actually first incorporate it to RunicAmulet, but was
decided that it would complicate the skill unnecessarily. It's more
straightforward to introduce an altogether separate item for this effect, so an
Armband was proposed.
---[Lerad on 6/13 @ 08:13 writes]:
Either solution 1 or 3 is good.
---[Viynain on 6/18 @ 06:18 writes]:
A thought came to me in that this and report 1360 may inadvertently affect
druids who also have access to these skills. Because of this, another idea is to
scrap 1352 and 1360, rooting the defense in Phantasms instead (which is pretty
bare anyway and mage-only). Create a new illusory skill that cycles through 1 of
the 11 damage types every 60s, granting a 2/8 resistance to that type before
randomly moving on to the next. For 1p, allow a mage to tune the resistance to a
specific type, reseting the cycle to back to 60s before it moves on again.
---[Enyalida on 6/18 @ 17:18 writes]:
The problem statement holds true for druids also, in that these skill choices
require forgoing a lot of utility and defense options for pk-only skills. If
these are accepted, I see no reason that the solutions should somehow be
confined to mages.
---[Shuyin on 6/25 @ 21:29 writes]:
Solution 1