Report 1244

Special Report #1244
Skillset: Pyrochemantics Skill: New
 Org: Pyromancers Status: Completed Jul 2013
Furies' Decision:
Solution 2.
Problem: Pyrochemantics' current hindering only works against those who wish to
fight back, rendering them completely useless when a target starts to run.
Because of the problem outlined prior (that of Pyrochem only supporting
hindering or killing a target, not both simultaneously), switching to hinder a
runner enables them to cure any killing headway made before.
[A: 0 R: 0] Solution #1: Create a new skill in Pyrochemantics that enables the
 Pyrochem to project their reactives outward, causing
 these hindering abilities to proc on attempted
 room/elevation movement as well as offensive attacks.
[A: 0 R: 0] Solution #2: Introduce a passive to Pyrochemantics that causes a
 delayed movement on the focused target, much akin to
 rubble or SobbingDread though focused to an
 individual. Unlike the Psychedelic ability, this
 would be a standard, continuous hinder rather than an
 empowered, temporary hinder.
Player Comments:
---[Enyalida on 8/8 @ 18:25 writes]:
Either solution would be good, projected across all woodchemantics skills,
please. Another interesting alternative (or addition) to solution 1 would be a
mechanic that causes a restricted level of reactive attacking to work when
allies are struck as well.
---[Xenthos on 8/12 @ 00:19 writes]:
Would there be any kind of upkeep / activation cost to this? Being able to set
reactives as an AoE to all who move around would be pretty strong, especially
with some of the reactives out there. I'm not sure I like this suggestion,
though I understand the frustration. If put in, I don't think it should be able
to be maintained indefinitely in a room (or should have some disincentive to
keep it from being just raised and left in place in every room).
---[Vivet on 8/12 @ 00:22 writes]:
Solution 1.
---[Kio on 8/12 @ 00:30 writes]:
I enjoy solution 2, with the caveat that the affected target's movement is
hindered in proportion to the number of passive effects currently focused on
them. The target should only be hindered if their woodchemancer's passives are
able to affect them (that is, they are an enemy). I also suggest expanding this
to the other woodchemancers. That said, the effect should not prevent movement,
but merely slow movement. Perhaps the suggestion of base rubble movement speed
reduction at two passives active and 1.5 the base rubble movement speed
reduction at four passives. This means that, if the woodchemancer is consuming
passives for a minor bomb skill, they still receive a solid effect (compounded
with the particular movement hinder bomb), but retains a particular skill level
to keep a target in place for the 10 power attack.
---[Viynain on 8/14 @ 02:16 writes]:
@Xenthos: I imagine it'd be limited much as Carcer is, cancelling the previous
'projection' if a new one is raised. Some form of power would be advisable for
such an effect being raised in a room. @Kio: the proposal as stands does not
stop movement but indeed, only hinders. I don't have a problem with the movement
delay fluctuating with the number of passives targetting a person.
---[Kio on 8/15 @ 03:21 writes]:
@Viynain Aye. I understand. I was merely emphasizing.