Report 1733

Report #1733
Skillset: Athletics Skill: Surge
 Org: Serenwilde Status: Completed Jun 2017
Furies' Decision:
Solution 3 for now, to be reevaluated in warrior evaluation (December/February
probably.)
Problem: Surge is a very uninteresting skill as it currently stands. Most higher
level play is already going to have hit their resist limits long before Surge
would be useful, and it seems to me that any time you'd want to use Surge,
Numbness would be the better play.
[A: 0 R: 6] Solution #1: Change Surge to an 8p defense that absorbs all
 healing the warrior takes for the next 30 seconds and
 adds it to their current health total. This extra
 health is lost after 2 minutes. This would change
 Surge from an emergency response to a pre-engagement
 skill to counter high damage stacks.
[A: 0 R: 6] Solution #2: Surge becomes an 8p defense that fades after 30
 seconds. When you are hit with an affliction, Surge
 would trigger and shrug any other afflictions that
 you are hit with for 5 seconds. This is less of a
 pre-engagement ability and more something to keep
 someone in a fight once they are being focused.
[A:10 R: 1] Solution #3: Suggested by Danquik, Surge becomes a 4p defense that
 doubles all self-healing for 15 seconds. If we go
 this route I'd suggest it has a 30 second to 1 minute
 cooldown, so that it's less useful for tanking smobs
 solo.
Player Comments:
---[Bandeon on 6/11 @ 18:48 writes]:
Commenting to clarify on solution 1: the extra health would be added to your
current total but not increase your max health, similar to campfire.
---[Danquik on 6/11 @ 19:38 writes]:
Solution 3 should be all healing you receive, and of the three solutions only
the first solution allows for easier ability to take on smobs. The large damage
hits they do will not be avoided by sipping for more whereas, having 30k health
combined with Numbness when you attack them will definitely impact your ability
to 'solo' them
---[Iytha on 6/11 @ 19:40 writes]:
Solution 1 is very much like current numb. Solution 1 seems more in line with
the direction warriors are currently headed.
---[Iytha on 6/11 @ 20:27 writes]:
...solution 2, even
---[Aeldra on 6/12 @ 17:45 writes]:
Hmmm, I'm rather unsure about solution 1. Solution 2 would basically eat any
affliction bursts, say from SD twist, a barrage of fae, etc. While I could
picture that, I'm not 100% sure of the consquences. Solution 3 sounds fine, so
either 2/3 of me, curious about other people's opinion on solution 2.
---[Ciaran on 6/12 @ 19:43 writes]:
Support sol 3 moreso than 1, and oppose sol 2.
---[Falaeron on 6/12 @ 22:09 writes]:
We had a lengthy discussion about the concept of making warriors into super
tanks (so report 1714 and 1742 will both be covered by this comment) on envoys.
I think the fundamental issue is that warrior offence isn't fun because most
important fights are in larger groups and the attrition mechanic of wounds is
much more suitable for 1v1s and small skirmishes than it is for large scale
battles. Making warriors (or any other class) into super tanks won't actually
resolve this issue and instead just makes it less fun for everyone else trying
to kill warriors. I'm of the belief that concepts such as classes that are
purely for tanking or supporting don't really have a place in a MUD like
Lusternia and we should instead look at trying to make warrior offence fun for
everyone, especially with a focus on large scale group combat, without making
their 1v1 offence completely overpowered.
---[Bandeon on 6/12 @ 22:44 writes]:
@Falaeron, I agree that warrior combat needs things to do in large scale
engagements. I'd like to give them more engagement tools, which is what sol 1 is
a step towards. If they could survive the damage stack, and then do something to
impact the room state, by removing or locking down people, I think warriors
would have more of a niche.
---[Shedrin on 6/12 @ 23:03 writes]:
While I think Warriors should be a bit tankier, I don't necessarily want them
becoming super-tanks either, though some limited "taunt" or "aggro" type
abilities could be neat. Of them all, I like Solution 1 the most though not
crazy about any.
---[Veyils on 6/14 @ 09:48 writes]:
Giving warriors the ability to tank enemy attacks will give them the ability to
be more offensive in groups. The concept behind these reports, in my eyes, is to
allow warriors to be the bulls of the fight charging into the enemy room first
to disrupt and survive while the weaker team members can come in later, snipe,
or work from a distance. Right now bards sort of fill this role of jumping in,
being the tankiest class around and doing good disrupt with songs and
scisorkick. I think these changes will be a good start to begin to move warriors
into this role but warriors will also need some extra bits and bobs to be
effective in this way as well.
---[Wobou on 6/16 @ 18:20 writes]:
I like solution 3 simply because its power costing gives more options to how
it's used. This is assuming that other warrior reports pass but I think it'd be
neat if you can choose to protect someone and numb, protect someone else and
increase self-healing, combine self healing and numbness for max tankiness etc.
The other options being 8p either encourages them to be used like serpent (and
arguably serpent would still be superior if you have access to it) or removes
your other options if you use them in a fight which means it has to compete
directly with everything else that costs any significant amount of power.