Report 1722

Report #1722
Skillset: Poisons Skill: Mantakaya
 Org: Serenwilde Status: Completed Jun 2017
Furies' Decision:
Full approval.
Problem: Paralysis as an affliction has gone from being the king of poison
afflictions to something which is mostly ignorable. Among these changes was an
increase in balance time of tumble/roll as well as preventing other kinds of
movement (changelog 776 and changelog 769). This report seeks to more evenly
apply these rules more consistently to instant movement abilities and making it
more useful for delayed movement abilities.
[A: 9 R: 0] Solution #1: For all delayed movement abilities (tumble,
 somersault, roll) increase the actual delay to get
 out of the room by 0.5s in addition to the 0.5s
 balance increase. All instant movement abilities not
 currently gated by paralysis should become gated
 (mantra wind, psychometabolism shift, and others
 which I'll put in a comment once I've tested to
 confirm).
[A:10 R: 0] Solution #2: The same as solution 1 but for delayed movement
 abilities _replace_ the current balance loss with an
 extension of the time to leave the room. This means
 the total balance loss is the same with or without
 paralysis but you will spend longer in the room
 you're trying to escape.
[A: 7 R: 0] Solution #3: If extending the delay on roll/somersault/tumble/etc.
 is not feasible increase the balance loss on those
 abilities to 1s from the current 0.5s. In addition
 gate currently ungated movement abilities as in
 solution 1.
Player Comments:
---[Wobou on 6/14 @ 16:01 writes]:
I feel that now that paralysis is no longer good at everything that it should be
pretty good at its one remaining job. The paralysis change also unintentionally
buffed mantra wind because highchant was previously stopped by paralysis which
meant previously you couldn't mantra wind if you were paralysed unless you
happened to already have that chant up, now that restriction is totally gone.
All three of these solutions would fix that. Also, if any of you know of any
abilities that cause movement which are not stopped by paralysis please leave
them in a comment here so that we can (hopefully) fix all of them at once.
---[Wobou on 6/14 @ 16:01 writes]:
I feel that now that paralysis is no longer good at everything that it should be
pretty good at its one remaining job. The paralysis change also unintentionally
buffed mantra wind because highchant was previously stopped by paralysis which
meant previously you couldn't mantra wind if you were paralysed unless you
happened to already have that chant up, now that restriction is totally gone.
All three of these solutions would fix that. Also, if any of you know of any
abilities that cause movement which are not stopped by paralysis please leave
them in a comment here so that we can (hopefully) fix all of them at once.
---[Wobou on 6/14 @ 16:01 sets as pending]
---[Veyils on 6/14 @ 16:03 writes]:
Supported but would even suggest buffing it from 0.5 to even longer on tumble.
---[Danquik on 6/14 @ 16:03 writes]:
Ok
---[Ciaran on 6/15 @ 05:40 writes]:
Full support
---[Wobou on 6/16 @ 19:33 writes]:
According to the test server Night - Flight and the dispersal ascendant power
are not currently gated by paralysis.
---[Wobou on 6/16 @ 19:38 writes]:
Druidry - Centre (tested as a BT, I'm assuming all mage/druid centres do this)
also does not respect paralysis.
---[Wobou on 6/16 @ 19:53 writes]:
This is in a different category but for the sake of completeness: Teleport nexus
and bob (and I'm assuming the others) do not check for paralysis. This one is a
bit more debatable because it might help newbies that the check isn't there and
it doesn't really have a combat implication. Teleport <person> also does not
check paralysis which could potentially have a combat implication. Moon - Beam
(and I'm presuming the moonbeam granted to moonchildren) also does not check for
paralysis.
---[Wobou on 6/16 @ 23:36 writes]:
The following abilities all don't respect paralysis: Astrology - Astroglide
(this has a super long delay and I doubt it'd ever be used in combat), Aeromancy
- Travel (I'm assuming all -mancy travel), Hunting - Pathfind, Nature - Flow,
Wicca - Mushrooms, Tarot - Hermit, Tarot - Catacombs. Abilities which I haven't
tested yet: Transmology - Legs, Cavalier - Steedcharge, Cavalier - Pincharge
---[Veyils on 6/16 @ 23:38 writes]:
Just thinking about the concept that every affliction should be scary in some
way to force people to pick and choose what they have to focus. I'm a fan of
buffing para's tumble delay even bigger than .5 seconds. Even to the point of
1.5x or 2.x speed. With the concept that we look at other afflictions and look
to be balancing them in a similar way to make all afflictions scary in certain
circumstances and curing a real choice.