Report 1779

Report #1779
Skillset: Runes Skill: Dproph
 Org: Celest Status: Completed Jul 2017
Furies' Decision:
Solution 2, though skill is likely to be reworked in the next 2 months.
Problem: Death prophesy has the reputation of a "cheese" kill method for a
variety of reasons. It has a 60s window in order to achieve the proper
afflictions, fairly long for any instakill method, and it also has the chance to
"triple-proc" (or double) essentially meaning, if a runist gets lucky, they can
kill you in one go and you have no recourse at all. This leads to the victim
trying to fight through the dproph and likely dying, or running everytime the
runists dproph is active, which is almost always. The following solutions aim to
bring the killing window down, while giving the victim a better chance to
survive the sometimes seemingly random nature of dproph.
[A: 1 R:12] Solution #1: Lower the kill window to 40s and remove the ability
 for runes to count for doubles and triples for death
 prophesy. Add an active skill (calling Ill Omen for
 now) that sets the required affs for dproph on a
 target to two. This will last ~6s, but after the
 effect fades, the dproph window closes.
[A:13 R: 1] Solution #2: Lower the kill window for dproph to 40s. Remove the
 ability for runes to triple-proc. Double-proccing
 will still be possible.
[A: 4 R: 9] Solution #3: Lower the kill window for dproph to 40s. The Othala
 rune will no longer count towards the afflictions
 required for dproph. (You will still get afflicted,
 if you survive, but the kill condition check will be
 done before the othala rune actually hits.)
Player Comments:
---[Anelissa on 7/14 @ 22:48 sets as pending]
---[Veyils on 7/14 @ 23:04 writes]:
My preferred route would be 1. to make it so runes can not double or triple up
at all during the death prophesy set up this isn't needed and makes dprof a
roulete wheel where maybe you just kill people in a balance. 2.Make it so that
the death calculation is done after othala gives its random affliction or if
this is not possible add in a new rune that exists purely as the activation rune
for Death prophesy.
---[Veyils on 7/14 @ 23:07 writes]:
Not a fan of the ill omen ability in concept. Only requring two afflictions
means spit/throw will kill targets with a bit of luck and I thought the concept
of the report was to remove easy random luck kills. I'm fine with the time
remaining at 60 seconds and it requring three afflictions and othala.
---[Falaeron on 7/15 @ 05:08 writes]:
I'd prefer to just keep it at 60s but remove triple/double procs, but I can get
behind sol 2 too. I think sol 1 could make it even easier to pull off in groups
especially and not sure sol 3 really addresses the problem.
---[Wobou on 7/15 @ 05:43 writes]:
I like sol. 2 out of these.
---[Xenthos on 7/15 @ 13:47 writes]:
I think Ianir commented that making it not double proc would be difficult, but
making it not triple-proc might be more feasible (this is from a while ago so I
may not be remembering correctly). That seems to be a good starting point,
anyways (solution 2).
---[Danquik on 7/15 @ 14:17 writes]:
Solution 2
---[Anelissa on 7/15 @ 22:51 writes]:
@xenthos I spoke to Ianir about removing the double/triple proc. As far as he
told me, both should be possible, but outright removing the double proc would
make dproph nearly impossible to do.
---[Danquik on 7/16 @ 22:41 writes]:
Solution 2
---[Veyils on 7/18 @ 17:25 writes]:
Removing the double proc would mean you'd need to time the afflictions with
passive effects or hide one affliction. Beast spit+1 aff rune+othelo would get
two of them directly so you'd need stick one affliction from passives or by
outpacing their balance. With dust balance you can outpace a targets curing with
supersling on paper. Dprof in its current state seems doable with no double
effects with dust afflictions even without factoring in passives. The only issue
I'm seeing is that as a runeist I can't tell what the target cures when they eat
dust so your basically relying on pure luck to know if they have the right
affliction or note. Certain mages/druids if they get lucky with the set up can
hit the three affs plus the othelo rune in a single balance if the setup matches
their demense/fume passives.
---[Veyils on 7/18 @ 17:48 writes]:
Just thinking about solution two. I think two afflictions is just too easy to do
considering you can break shields on a 1.8 second balance with semi-decent
buffs. Running it off wont work and neither will shielding. It'll be cast and
even if they shield I'll have time to break it and hit them with the 2 aff kill
before they recover balance from a shield. So as soon as the 5 runes are set up
your only real counter is to run away until the 40 or 60 seconds are over. An
affliction based instant kill has a few issues in itself either your going to be
able to stick the afflictions too easily or its going to be too hard and near
impossible.
---[Iytha on 7/18 @ 18:21 writes]:
While I do agree that something should be done, I don't like any of the
presented solutions. #1 is too easy, #2 leaves in the randomness and #3 doesn't
actually fix anything.
---[Wobou on 7/20 @ 00:35 writes]:
I think reducing the kill window by 20s (iirc) is pretty huge by itself. Part of
why dproph is so strong is you have all the time in the world to do things like
time effects to make it happen. Squeezing that a bit is a good change all by
itself.
---[Ciaran on 7/22 @ 07:39 writes]:
Feel like I should chime in with some basic info, which guided the solutions
presented here: It takes roughly 20s of balances to 'prep' dproph for the final
sling. Before we would have 40s to capitalize on that. This report cuts that
time in half, to 20s. Dprophing without any doubles isn't doable without a
timed demesne. Dying to it otherwise is strictly a victim side curing failure
(or rarely, a super lucky othala proc, which we want to remove anyway). Assuming
you have your meld setup and timed, with the right rune embedded, before this
nerf it would have 4 chances to capitalize on the timed demesne along with final
sling, after, it will only have two. Note, these timing windows are
telegraphed, and if anyone is interested in not dying to dproph ever, they can
simply start paying attention to that. This is why solution 1 was given along
with ill omen, simply removing doubles and triples will make the skill almost
strictly useless, outside of a situation where you already have everything set,
timed, and your victim is not playing intelligently.
---[Veyils on 7/23 @ 00:50 writes]:
I get the concept of the Ill Omen idea just as proposed its simply too easy to
do. Pure affliction based instant kills I found tend to be very hard to balance
which is why I like the concept of an additional stage like ill omen but with
more tweaks.
---[Veyils on 7/23 @ 00:50 writes]:
One idea was to make it a timed window akin to inquisition where by you must hit
the right afflictions within a set small repeating window of time. This would be
an almost total rewrite of it instead of just a tweak.
---[Veyils on 7/23 @ 00:50 writes]:
Or to keep it more as it is you could add in an extra room based effect. Remove
the 60s timer for dprof. Make illomen similar to proposed but make it a room
effect. Requires Illomen and afflictions to hit the kill. Casting illomen would
start a timer for the dprof to fade. So you'd prep the dprof, drop illomen then
if you can keep them in the room long enough for the next balance usage or two
you'll kill them. If the target remains in the room and you hit them they'll
basically die but they can leave and wait out the illomen timer.