Report 1653

Report #1653
Skillset: Healing Skill: Aurawarp
 Org: Illuminati Status: Completed Apr 2017
Furies' Decision:
Solution 1 trialed, to be evaluated after some time live.
Problem: Aurawarp increases all curing balances by up to 1s at max aurawarp
level, nearly doubling the balance of many cures. This means that lucidity can
take up to 2s, dust 2.5s, and so forth, ensuring that the victim will die due to
his inability to keep up with the affliction rate. Increasing cure balances is
problematic due to the fact that it aurawarp basically builds on itself - the
more aurawarp you deal, the slower the victim's cure rate, leading to even more
aurawarp (not to mention the group combat implications). This report seeks to
replace the effect with one that isn't as overbearing to the victim but is still
rewarding for the healer.
[A:10 R: 1] Solution #1: Replace aurawarp's scaling increase in cure balances
 with a scaling increase in diagnose equilibrium time
 -and- a scaling increase in cure balances when curing
 nothing only (i.e. eating dust with no dust affs will
 increase your balance taken further).
[A: 7 R: 4] Solution #2: Replace aurawarp's scaling increase in cure balances
 with a scaling decrease in mana gain (including
 regen, sip, scroll, actives, etc - all forms of
 regaining mana).
Player Comments:
---[Shuyin on 3/29 @ 05:32 writes]:
These solutions are designed to still be impactful (but not as much as almost
doubling cure balances) to a Healer given that diagnose will happen quite often
due to the many hidden afflictions dealt to begin with. Further, the increase in
cure balance time when curing nothing only should punish bad guessing /
shotgunning all cures at once (to catch hidden affs), adding a more skill-
intensive aspect to the fight.
---[Falaeron on 3/29 @ 22:31 writes]:
Supported. Currently aurawarp takes too long to cure, even well after no new
applications of aurawarp have been given. This change is a good start.
---[Shedrin on 3/31 @ 12:48 writes]:
I kinda like the thematics of the current malus, but aurawarp is too easily
built and this would address that.
---[Wobou on 4/2 @ 20:40 writes]:
I definitely support this but I think there is a decent possibility that
aurawarp rates will need to be increased to compensate for the loss of steam
slowing.
---[Aeldra on 4/7 @ 07:27 writes]:
While I agree with the problem statement, I am not sure I agree with the
solution. I'm very doubtful that 'cure spamming' will be a thing and even if...
do we really want to make diagnose hurt more? If cure balance lenghtening is a
problem, we could either dampen it ( 0.5 sec, e. g. ), focus it upon steam only
or aurawarp curing only or simply adjust aurawarp building slightly. The
proposed solution will not help building aurawarp any unless you force people to
spam cures. And for the record, how fast you can build aurawarp, depends heavily
upon what your class offers you in affliction spam. That being said, am not
against deleting the longer curing times. My solution to this would probably be:
delete longer curing times from aurawarp / reduce the max to 0.5 sec longer and
adjust aurawarp build rate slightly to compensate. if it is done, this is
probably one of those things you want on the test server when they're
implemented. Also, @shuyin, you mention 'solutions', but the report only has
one? did you have more ideas per chance?
---[Shuyin on 4/8 @ 04:50 writes]:
Yes, cure balance lengthening is a problem, especially when all a healer has to
do is put on bentaura and start spam flaying. The diagnose and cure-spamming
solutions were designed to give aurawarp building an effect, but I'm more than
willing to listen to alternative ideas. For example, what if higher aurawarp
reduced the victim's resistances/rooting/regen instead? Or what if it gave a
mana malus (easier toadcurse/absolve/who cares about researchers)? With that
said, I don't really think simply reducing the longer cure times is something
that we should be considering due to how well it snowballs.
---[Wobou on 4/8 @ 12:58 writes]:
Shotgunning cures is definitely a thing (although not everyone does it) so I do
think that sol. 1 will have an impact and I think it's an interesting mechanic.
I do also like the idea of something related to mana to encourage
wiccans/celestines into healing and discourage the almighty healing researcher.
---[Aeldra on 4/8 @ 16:49 writes]:
I don't mind removing the impact on curing balances, I just feel like the
diagnose thing is not an ideal solution. Hmm... something to pressure mana would
affect mana would of course be something that would make md/celestine healer
more viable, however, I am not sure how much usability would there be in mana
pressure when you're aiming for cauterize to begin with... hmm. I was playing
with the idea of reducing the victims regeneration, but then your musicbox
already has that covered and to my knowledge there's currently no 'effect' for
negative regeneration apart of it being even slower, is there? I'll give it some
more thought, see if I can't find an alternative idea. mana pressure if of
course always something to do if we cna't find anything better ( and in my book,
more interesting then diag lengthening )
---[Asmodea on 4/20 @ 01:29 writes]:
Having a negative regen causes you to lose mana instead of regenerate it, just
fyi
---[Falaeron on 4/20 @ 03:51 writes]:
I'm pretty sure that is not true. It just means that you can't regenerate. You
might be thinking of when you have things active that cause passive mana drain
like performance, so over time you will lose mana if you have no, or negative,
mana regeneration.