Report 589

Report #589
Skillset: Enchantment Skill: New
 Org: Blacktalon Status: Rejected Jul 2011
Furies' Decision:
Rejected. While we understand that melds are strong, we do not agree there needs
to be a way for non-mage/druids to break them in the manner suggested.
Problem: It's long been held that meld control is one of the bigger factors
which determines the outcome of a fight. Especially in Lusternia's setting where
group battles occur far more often than single battles, it often boils down to
whether or not one or both sides of two equally sized and experienced groups
have one melder or more. As such, situations often arise where the fact that
when one side has a melder and the other does not, the latter simply would opt
out of the skirmish and rather not bother with an uphill fight. Though attempts
have been made in the past to limit the overall effectiveness of a melder's
presence in a group, the fact is that melders stand unique among the classes by
being the only ones which necessitate the presence of an opponent of your same
class to deal with what you can do. If the opponent doesn't exist or doesn't
show up, then your side just goes uncontested, stifling the combat a large
number of the playerbase would otherwise find enjoyable.
Solution #1: To remove the necessity of a melder's presence just to contend
 with an opposing group with a demesne, create a new sigil in
 Enchantment that breaks a melded room for double the power and
 double the equilibrium that it normally takes provided that the
 room a) fits within the bounds of a normal, breakable room (ie.
 no saplings, terrain, and an edge) and b) does not contain or is
 not adjacent to the owner of the meld you are trying to break
 with this sigil. The latter is to not completely screw over a
 melder in one on one and as well makes actually having a melder
 of your own better, but doesn't necessitate their presence just
 to cope with the battle.
Player Comments:
---[Viynain on 7/8 @ 09:42 writes]:
Oh, and yes, this is preferably a single use type of thing. Ie. THROW SIGIL AT
GROUND to break, double (or more) the power and equilibrium cost to break the
room than if you were an actual melder. Commodity cost would be pretty hefty,
though I'll leave that up to the Admin to decide what would be appropriate.
---[Nydekion on 7/10 @ 03:39 writes]:
Hmm, I feel this might make it too easy to break demesnes and shift demesnes
from being a bit too powerful in group combat to fairly irrelevant. What if it
was 8 seconds of uninterrupted time instead of 8 seconds of off eq? (off course,
it'd still require the standard 4 sec eq time). Any action or condition at the
end of those 8 seconds that would prevent the room from being broken would cause
the action to fail. The sigil would be consumed regardless of success.
---[Talan on 7/13 @ 17:33 writes]:
I'd so much rather see new enchantments go into tinkering, which needs more
useful things - and think the skill investment required by the second half of
one of the enchantment skills would merit this. I'd agree with the longer time
restrictions that Nydekion suggests.