Report 1242

Special Report #1242
Skillset: Pyrochemantics Skill: Fireproof
 Org: Pyromancers Status: Completed Jul 2013
Furies' Decision:
Pyromancers weakness is intended to be chill/cold, so we won't give them
defences against it in this skill. If you have thermalpumps and fireproof, you
will lose the ablaze protection from fireproof.
Problem: Fireproof works counterintuitively to ThermalPumps, making it much
harder for a Pyrochemantic to enjoy the benefits of the latter because the
former makes catching ablaze harder.
[A: 0 R: 0] Solution #1: Alter Fireproof to be a defense against frost
 afflictions (chills, shivering, frozen, etc.) instead
 of ablaze. Thematically, Pyros would embrace flame
 more than frost, and thus would protect from the
 latter more than the former.
Player Comments:
---[Enyalida on 8/8 @ 18:31 writes]:
What is the chance for fireproof to work?
---[Xenthos on 8/12 @ 00:00 writes]:
This is something I've been bugging Xiel about off-and-on for a while now. It's
so strange to have a skill that benefits from being on fire, and then a skill
that makes it harder to catch on fire. I'm not entirely sure about the solution
(more aff resistance) on top of the curing that being on fire provides- though
it does make thematic sense.
---[Xenthos on 8/12 @ 00:07 writes]:
How about changing Fireproof to this: A skill that sets the Pyromancer ablaze,
igniting them. It gives them the ablaze affliction and cures Chilled, Shivers,
and gives a level of Fire potion (for a 3s eq cost). Potions would be better
use in general as far as general curing goes- it's not intended to -replace- it
but act as a skill-based alternative. For more fun, allow this to work even
when afflicted with entangle / other things that usually hinder skill-based
actions. The pyromancer, beset on all sides, wills themself into flame- and the
fires begin to burn away their afflictions as they return to the struggle!
---[Vivet on 8/12 @ 00:08 writes]:
I think a name change might be in order with solution 1, so long as we're
concerned with thematics. Alternatively, maybe there could be a skill with an
on/off toggle that sets you ablaze from the inside out? That way it could ignore
shrugging entirely.
---[Neos on 8/12 @ 00:12 writes]:
I'm not a fan of any aff-resistance or chilled/shivers curing, largely because
freeze is a the only aff my demesne gives, and it's already easy for others to
cure it, except in the rare instance of group combat. I understand the problem,
not a fan of the solutions.
---[Xenthos on 8/12 @ 00:15 writes]:
Chill/Shivering cure for balance cost isn't going to really affect your demesne
much. They'd just be sipping, and it's far better for them to sip their way
out. The curing is more of a "this is cool" feature tacked on. The main
benefit is being able to actively set oneself on fire, of course! Needs to be a
little faster than an ignite enchantment, as well.
---[Kio on 8/12 @ 00:45 writes]:
Xenthos' suggestion (8/12 @ 00:07) seems best.
---[Viynain on 8/14 @ 01:33 writes]:
My preference remains for the conversion to a resistance to frost-afflictions. I
don't mind folding in a faster ignite self active command to this ability, but
the resistance to frost-affs enables ThermalPumps to perpetuate better than the
current situation. As is, the passive curing is easily removed by even a single
hit of frost which comes from a surprisingly large amount of sources than one
would expect. The proposal as outlined provides a better combination of both
FireProof and ThermalPumps.