Report 1154

Special Report #1154
Skillset: Wyrdenwood Skill: Runesling
 Org: Blacktalon Status: Completed Apr 2013
Furies' Decision:
We will add a super option for triggering the next two runes on the weapon.
We'll increase the number of fused runes/motes to 10 to allow a little more
prep.
Problem: Runeslings cannot be attached to vines, forcing a Wyrdenwood Runes
combatant to wield a sling. If you don't have your shield artefact on your
cudgel, you have to choose between a shield and a sling.
[A: 0 R: 0] Solution #1: Allow runeslings to be attached to vines.
Player Comments:
---[Enyalida on 4/22 @ 23:24 writes]:
Supported This should apply to the specially created weapons of all all -wood
and -chemantics druid/mage alternate skillsets: garland, magnum, generator,
chalice, and the upcoming pyromancer item.
---[Vadi on 4/23 @ 00:52 writes]:
You also can't supersling into adjacent rooms at all apparently, even when
juggling the sling about.
---[Shuyin on 4/23 @ 01:35 writes]:
Sure
---[Eventru on 4/23 @ 03:48 writes]:
What about a 1p modifier to your attack that fires two runes simultaneously on
the attack? i.g. CHALICE SPRAY <target> [<direction>] [SUPER]
---[Synkarin on 4/23 @ 05:10 writes]:
Definitely supported being able to attach a sling, the only reason I would be
against a modifier is it normal runist are able to just use the sling/supersling
commands to hit adjacent rooms without any other syntaxes. Leaving it be as it
is for now would make switching between primary specs less of a hassle with
alias and the like. All they need is to allow the attachment of a sling (or
maybe since it's a vine, the vine can sling it's own runes anyway), then they'll
be able to sling/supersling runes with the normal syntax
---[Eventru on 4/23 @ 15:46 writes]:
Attaching a sling to a chalice, a garland you wear on a branch, a cannon, etc
doesn't really make sense, though.
---[Shuyin on 4/23 @ 16:14 writes]:
Because magic. Really. Just change the messages to where you use magic to fuse
the sling to your chalice etc.
---[Synkarin on 4/23 @ 23:43 writes]:
A modifier wouldn't be a big deal as long as slinging single runes didn't cost
power and superslinging did. I was just more going for the ease of transition
between primaries. Sure you can code it to work for either, but it's just a
pain. I'm up for whatever solution allows a *wood or *chemancer to sling runes
the same as a druid/mage does. If it requires a modifier for the chemancer, so
be it, but it just seems to be easier to allow them to attach slings.
---[Vadi on 4/24 @ 01:07 writes]:
I'd prefer the syntax to stay the same so it's not a giant hassle.
---[Enyalida on 4/24 @ 17:06 writes]:
Attaching a sling makes the most sense, I don't support Eventru's suggestion.
Making it a modifier to the problematic fuse/embed mechanic is a very poor idea,
and that very ability is up for changing anyways, with support to make it room
only (for reasons explained in that report). Slings could also just be changed
to be useable from the inventory, and the staff attaching skill be changed to
allow the adjacent flinging without needing to mess around with spec weapons at
all, that would be an easy fix.
---[Ushaara on 4/25 @ 20:31 writes]:
---[Ushaara on 5/3 @ 19:43 writes]:
Hmm, last comment got eaten it seems. Support allowing ranged slings with all
new chem/wood weapons.