Report 835

Report #835
Skillset: Skill: Gravity
 Org: Illuminati Status: Completed May 2012
Furies' Decision:
Solution 1.
Problem: Shrine gravity is overly strong in its current incarnation. For a 10
room requirement, it provides a delayed walk/climb/sprinting effect over an
entire area. If you add this effect along with distort/invasion/nexus powers,
succeeding against an entrenched group with these effects up becomes very
unlikely, with situations ranging from domoths, events, and even raids. The
special report has tried to address the issue of stacking shrine powers, however
the implementation did not go far enough to fix this. The following solutions
seek to change gravity to something a bit more manageable yet leave its current
defensive function more or less intact.
[A: 0 R: 0] Solution #1: Change gravity to a personal power that an order
 member can call on themselves. If that member is in
 the same room as an order enemy, the enemy is hit
 with the delayed movement effect. It will not affect
 those not enemied to the order as usual, neither will
 multiple effects stack.
[A: 0 R: 0] Solution #2: Move gravity to shield shrines. Change shield shrines
 to only be allowed to be raised within org territory.
 The other kinds of shrines will be unaffected.
 Alternatively, make gravity a nexus power doable by
 any security member and remove it from shrines
 altogether.
[A: 0 R: 0] Solution #3: Change the various offensive area effects
 (invasion/wrath/gravity/distort) to only take effect
 within a shrine's influence.
Player Comments:
---[Shuyin on 4/23 @ 05:59 writes]:
More ideas are welcome. I'm not opposed to changing the gravity effect itself,
but I'm not sure the admin are willing to do that. If you'll note, all the
suggestions simply change how/when it takes effect, but doesn't change the
actual effect at all
---[Ushaara on 4/23 @ 15:57 writes]:
My vote would be for #1 or #2.
---[Raeri on 4/24 @ 08:30 writes]:
Support Solution 2, with or without 1.
---[Enyalida on 4/24 @ 22:52 writes]:
I like solutions 1 and 2.
---[Shedrin on 4/30 @ 09:06 writes]:
Solution 1 is interesting and I like it the most. It would mostly solve the
problem I think. Solution 2 solves it for most things except raids, which is
good or bad depending on your perspective. Personally I think there's enough
anti-raiding mechanics in nexus discretionary powers.
---[Shuyin on 4/30 @ 20:20 writes]:
I prefer solution 1, by the way
---[Tacita on 4/30 @ 20:38 writes]:
I would be pleased with any of the changes suggested - I have a preference for
solution 2 because it would be nice to see a strategic purpose to raising other
types of shrine.
---[Silvanus on 5/1 @ 18:56 writes]:
I would prefer solution 2 or 3 over solution 1 personally. I do not like the
idea of adding more options on already very powerful individuals. Lets provide
diversity in shrines instead of a War shrine everywhere.
---[Vladimere on 5/1 @ 19:04 writes]:
Solution 2, having it as a nexus power doesn't sound bad if it can avoid the 0p
construct, solution 3 too but I prefer solution 2. What happened to the
suggested idea of having only 1 or 2 offensive powers on war shrines as well?
---[Shuyin on 5/1 @ 20:06 writes]:
Well, I included that part, but the admin didn't implement it, so I had to try
other routes
---[Rivius on 5/2 @ 12:08 writes]:
I should add a further comment echoing Silvanus' statement that I do not feel
solution 1 is preferable. It is of my personal opinion that the balance of the
game would be better preserved if shrines were to be entirely removed from
Lusternia's competitive aspect. Tragically it would seem this is unlikely to
happen and solution 2 seems to be the only reasonable compromise we can reach
with that "vision" in mind.
---[Shuyin on 5/3 @ 04:32 writes]:
I prefer solution 1, myself. The fighter in me prefers to nerf shrines a lot
though, like Rivius said, so I'm also fine with 3!
---[Shuyin on 5/6 @ 23:15 writes]:
Other Solution 3 or SOLUTION 4: Make gravity affect everyone except for people
who belong in the order.
---[Shedrin on 5/8 @ 06:53 writes]:
Having second thoughts on Solution 1. Having it as a personal power implies it
can operate outside the area it was called in. So for example, someone can get
Gravity on a War shrine in their org, then have it for battle, while not being
able to be defiled away. And it would buff ganks, which I don't think is needed.
Some restriction on same area or Solution 2 is probably better then.
---[Shuyin on 5/8 @ 23:20 writes]:
I am fine with the idea of having the gravity aura immediately fade when you
leave the area it was called in
---[Enyalida on 5/16 @ 21:04 writes]:
Ah yes, that does sound like a problem. Same area only would help. Echo above
comments about shrines being nerfed/removed.
---[Hiriako on 5/24 @ 00:37 writes]:
As above, solution 1 with it being restricted to the same area. Also, wouldn't
mind seeing it on a shield shrine instead of war. That is an underutilized kind
of shrine. I'm against having it be a nexus power. Plenty of defensive skills
already exist, with distort being quite potent on its own.