Report 1047

Special Report #1047
Skillset: Wildewood Skill: Glinshari
 Org: Hartstone Status: Completed Dec 2007
Furies' Decision:
Will add a QL line to these effects. The effect will be locked-in to the target
rooms on casting.
Problem: Glinshari and other spore mechanics suffer from issues that make them
very difficult and unfair to use. However, they are also plagued by poor scaling
and unfair warnings that make them unfair to fight. This report seeks to
alleviate the latter problem so that the former may be addressed. For the
victim, it is unfair that they can be a target for a spore effect at range
without any notice under a few different circumstances. First, the warning
message is only displayed (once) in the room the effect was cast, not the full
radius it hits. Second, the effect fully follows the user, so that even if a
warning were given to all within rage at casting time, the user can wait for the
warning to pass and rush the victim, suprising them with a large damage hit.
Second, the very fact that a total suprise hit can endanger people (total
suprise assuming that there haven't been any attacks on the victim prior to the
spore hit)is problematic.
[A: 0 R: 0] Solution #1: Add a second warning message, 5 seconds after
 Glinshari starts (but not to other spores). Extend
 all warning messages given, to the complete radius
 targeted by any spore effect.
[A: 0 R: 0] Solution #2: When a spore effect is used, lock in the target
 rooms. The user may still move about, but the effects
 stay in the rooms originally targeted, and do not
 follow the user.
[A: 0 R: 0] Solution #3: Reduce the base damage of Glinshari while raising the
 amount of damage done for each affliction stacked in
 such a way that the damage at a given affliction
 level(EXCEPT NONE) stays the same.
Player Comments:
---[Ushaara on 2/11 @ 23:21 writes]:
Supported.
---[Xenthos on 2/11 @ 23:30 writes]:
Solution 2 is important especially. Being able to move the ability around leads
to starting it somewhere else entirely and just walking in to nuke an entire
group with other users. Note that this goes for Aquoxitism too!
---[Enyalida on 2/12 @ 00:11 writes]:
IMPORTANT: In addition to these solutions, it was proposed that any room the
spore is going to go off in has an QL appearance change to denote that fact, so
that it's totally impossible to walk into one unawares.
---[Shuyin on 2/12 @ 00:21 writes]:
I would insist on a change to QL showing the caster about to unleash a big spore
like this, or any other form of warning. This is good
---[Rivius on 2/15 @ 01:57 writes]:
Solution 1 is alright with me. While I'm not entirely convinced a second warning
at the five second mark is needed, I do think the initial cast must be perceived
at all elevations and rooms in the affected radius. Solution 2 is an excellent
point and is more or less how they should have functioned from the very
beginning. My only concern is that this skillset has no means of locking someone
in the room and not being able to chase for the boom in a 1v1 situation sounds
very painful. Nevertheless, as it is now, it is very abuseable. Solution 3 is
asking for the damage to remain the same if afflictions are given, but that the
damage at *zero* afflictions be considerably reduced? It sounds like overall a
fair idea to me so that no-setup bombs are less dangerous on their own than they
are now.
---[Vadi on 2/15 @ 22:27 writes]:
No to solution 1 if solution 2 is not in (that is, they can still move the
effect after starting). Ideal solution in my opinion would be: line on QL (not
tied to person, in case they leave), effects locked to room. This method isn't
as bad as you'd think - you could drop the nuke in the room and get out, and it
would still go off. Solution 3 is supported.