Report 1126

Report #1126
Skillset: Highmagic Skill: GreatPentagram
 Org: Serenguard Status: Completed Apr 2013
Furies' Decision:
Solution 1 (less than 10 seconds).
Problem: Greatpentagram is High Magic's transcendent skill which blocks all
directional movement (including via special exits) into a room for the duration
of one minute. The only means of entry into the room otherwise involve various
teleportation skills, most of which are stopped by monolith sigils. If a person
is to Greatpentagram a room, drop a monolith and remain salted or shielded, the
room is nigh impregnable, save for niche skills such as ecology and tracking's
bond unite and completely unreliably, skills like Reality and Shamanism land. In
a room that has to be accessed via special exits, this problem is worsened by
the removal of the possibility of bond unite and any adjacent-room pullers,
essentially locking it out completely. There are situations where Greatpentagram
can be cycled by two different people, giving no grace period and keeping a room
locked for long periods of time, almost indefinitely. If a monk with bodyfuel
has chosen High Magic, they could do the job of two people entirely alone. The
potential for permanently blocking out a room is not a problem that presents
itself in a 1v1 situation and therefore is unique to groups, where
Greatpentagram has its niche (it is very rare a person will Greatpentagram a
room solo, save for a few instances where the one minute is more than sufficient
for their purposes). This skill absolutely needs to be considered for its impact
on group combat exclusively, and the age-old argument that 'group combat is
group combat' simply does not hold water in this situation. Greatpentagram has
been far too impactful in the situations where it has been favoured and serves
only to deny and dampen combat, not make it more varied and interesting. It will
be good for the health of Lusternia is a whole if this problem is finally looked
at.
[A: 0 R: 0] Solution #1: Once a Greatpentagram has dropped, allow a variable
 number of seconds (I propose up to 10, though the
 exact duration range can be discussed) in which
 another Greatpentagram cannot be raised in the same
 room by any person. RP justification can perhaps be
 that the latent magical energies of the previous
 Greatpentagram create too unstable an environment to
 raise another so soon. Optionally, also show a
 message in all adjacent rooms when the Greatpentagram
 fluctuates, as well as show it to all persons within
 the room regardless of who originally cast it.
[A: 0 R: 0] Solution #2: Replace Greatpentagram with a 4 power skill which
 provides a short one-time prismatic barrier to the
 caster and a regular shield to all allies in the same
 room.
[A: 0 R: 0] Solution #3: Replace Greatpentagram with an ability which empowers
 you with an aura, granting you the ability to
 actively shield all allies and yourself in the room
 at approximately 5 seconds equilibrium cost. This
 aura will last a duration of one minute.
Player Comments:
---[Celina on 4/2 @ 01:05 writes]:
Don't really like the solutions. 10 seconds is a huge opening, perhaps shorter.
---[Veyrzhul on 4/2 @ 01:30 writes]:
I'd vote for an even longer time, perhaps 30 seconds, although any time at all
(even as little as 1 second) would already be a good solution. I remember a
recent domoth absolve where I literally held my ENTER key pressed for several
minutes at a time, having my client spam the ENTER PORTAL command, just letting
go for a second now and then to see if the wall of entry denial was still being
updated. Such drastic measures should not be necessary (and even proved
unsuccessful, I suppose one or more enemies did the same with EVOKE
GREATPENTAGRAM once it was close to dropping). Solution 1 supported.
---[Thoros on 4/2 @ 02:26 writes]:
How about we scrap the way greatpent works altogether. Complete room blockage
has never really been impressive in my eyes, just overpowered, overpowered,
overpowered. I propose greatpentagram be changed to an ability which costs 4
power, and it will cast a barrier (similar to serpent and trueheal) to yourself,
and the pentagram spell to all allies in the room. The barrier will not reoccur
like serpent, it's just a one-time casting, and it automatically drops after 6
seconds.
---[Celina on 4/2 @ 02:46 writes]:
Yes, that level of nerf makes GP terrible when compared to serpent. I'd go in
the direction of Thoros's idea if you want to trash the skill to that degree.
---[Celina on 4/2 @ 02:47 writes]:
And a 30 second window seems to be little more than a spite suggestion. Be
serious.
---[Shuyin on 4/2 @ 03:24 writes]:
Similar to Thoros' idea, I'd rather make GP an aura you put up for 10p that
lasts 1 minute. During that minute, you gain access to a command that puts up a
shield on all allies in the room for 5s of eq from the caster. You can keep
doing this active command while you have the aura only. This idea is of value
and is worthy of a trans skill given the huge chem damage bombs, various room
effects, etc. I prefer this idea!
---[Tacita on 4/2 @ 10:30 writes]:
The thing that worries me about GP is (as mentioned in the problem) the monk
with bodyfuel being able to basically perma GP. What balances the ability out
should be the fact that you can't do it indefintiely because, well, you run out
of power. I like solution 1, but would also like to see something that deals
with perma GP.
---[Rivius on 4/3 @ 00:17 writes]:
Added solutions 2 and 3 as per Thoros' and Shuyin's ideas.
---[Veyrzhul on 4/3 @ 01:41 writes]:
I don't see how a longer than brief cooldown thrashes greatpentagram. One minute
can be quite long if the skill gets used to lock people out of a room in actual
combat. I prefer solution 3 under the condition that greatpentagram stays an
aggressive action, but I still support solution 1, too.
---[Shuyin on 4/3 @ 01:57 writes]:
I'm fine with solution 1 but do think that adding a cooldown severely hurts GP's
niche use (as it should, but it won't be worthy of a trans skill anymore, in my
opinion). I'm leaning towards solution 3 for totally unbiased reasons.
---[Llandros on 4/7 @ 00:52 writes]:
Solutions 1 and 3 are fine. Not excited about adding more prismatic barrier into
combat in 2. If something room based is preferred, greatly increasing the summon
resist for everyone in the room would be ok as well.
---[Thoros on 4/14 @ 02:22 writes]:
Solution 2 supported, and prefered. The prismatic barrier is one-time and
canceled on aggressive actions and would only last a couple of seconds. It's not
like serpent, where you can sit indefinitely behind a barrier which repeatedly
comes back up.
---[Thoros on 4/14 @ 02:23 writes]:
Bearing in mind, we're looking for a replacement for the current transcendent
ability. I don't think solutions 1 or 3 are even supplying Highmagic the justice
it deserves through replacing GreatPentagram.
---[Rivius on 4/14 @ 02:53 writes]:
What are people's thoughts on a combination of solutions 2 and 3 (short barrier
+ shields on cast, plus access to command from solution 2 for the duration)?
---[Shuyin on 4/16 @ 02:56 writes]:
Well I don't mind, but I would have been satisfied with my solution
---[Steingrim on 4/16 @ 03:31 writes]:
Supported I don't see how a cooldown makes the skill worthless. Being able to
hold off reinforcements for a minute seems a viable tactic.
---[Ushaara on 4/19 @ 15:38 writes]:
I'm not a fan of 'lock-out' abilities, so fully support changing the effects.
Group shielding ideas preferred, rather than just implementing a cooldown on
current effects.