Report 743

Report #743
Skillset: Acrobatics Skill: Hyperactive
 Org: Shofangi Status: Rejected May 2012
Furies' Decision:
We are not adverse to changing the skill, however, we do not like any of the
solutions proposed. We would prefer to keep the ability as a burst-defence
rather than a long-lasting one. If you re-submit about this skill, please take
that into consideration.
Problem: Acrobatics Hyperactive is a 10p skill that once cast, halves balance
recovery time for 30 seconds. Thus, Hyperactive is extremely useless for bards,
and overly useful (to the point of imbalance) for monks. This report aims to
replace the arguably overpowered balance-altering aspects of the skill with one
of the following solutions, allowing it to be useful for both archetypes.
[A: 0 R: 0] Solution #1: Have Hyperactive be a 10p def, lasting until logout.
 While active, provide additional celerity (+1
 movement before hasty), decrease mana cost for
 contort (by 50% to 125m), decrease power cost for
 handstand/barrelroll/airpike and tripleflash by 1p,
 increase DMP given by dodging against denizens by 5.
[A: 0 R: 0] Solution #2: Have Hyperactive be a 10p(?) def, lasting x seconds
 (Suggest 30s?, i.e. current duration) rendering the
 caster immune to movement delaying (but not
 preventing) effects such as gravity, rubble,
 shamanism quicksand, and negating balance loss from
 movement hindering effects such as carcer for the
 duration. In addition, consider potentially
 decreasing the effects of the action-slowing aspect
 of Aeon (though not curing the affliction, i.e.
 similar and stacking on a truetime enchantment).
[A: 0 R: 0] Solution #3: Make Hyperactive an active skill costing 10p(?), not
 requiring nor consuming balance or equilibrium to
 cast. Upon casting, equilibrium and balance are both
 restored to the caster. Power cost is up for
 discussion, please leave a comment below.
Player Comments:
---[Xazlael on 5/4 @ 11:32 writes]:
Solution three seems way too powerful to me. One and two are both interesting, I
would perhaps suggest dropping all power costs by 1p rather than saving 2p on
handstand etc.
---[Xynthin on 5/5 @ 19:37 writes]:
I kind of like solution 1, though perhaps not quite to the extent the solution
is going. +1 celerity, reducing the power cost of handstand / barrelroll /
airpike by 1 (not 2), do -not- adjust the cost of scissorflip, but possibly
tripleflash could be adjusted down. It honestly seems like it's going a little
overboard in the combat department as-written.
---[Draylor on 5/6 @ 02:39 writes]:
I actually like solution 2 here. 10p for 30 seconds seems a little expensive,
mind. I think the cost could certainly use some revision.
---[Tacita on 5/6 @ 05:13 writes]:
Definitely agree a change is needed - I too like the idea of solution 1 but
think it might be a bit too much. Not averse to the other solutions either.
---[Valistrielle on 5/6 @ 09:16 writes]:
I like the look of solution 1
---[Rivius on 5/6 @ 11:35 writes]:
I don't like solution 2 since the anti-aeon effect seems like it could screw
with certain guilds. I do like solution 1 and 3, and wouldn't mind the power
costs being adjusted in either case too.
---[Rivius on 5/6 @ 12:10 writes]:
Given the modification of solution 2, I don't mind it as much now. So any of
these are fine to me.
---[Lyria on 5/8 @ 05:15 writes]:
I like solution 1, but agree it might be a bit overdone.
---[Raeri on 5/8 @ 06:41 writes]:
Solution 1 has been tweaked since Xenthos' comment. Solution 2 since Rivi's.
---[Mirami on 5/8 @ 06:45 writes]:
Solution 2 sounds useful, although it seems mostly like an anti-gravity effect
(which hopefully will be less useful, post-gravity report?). Ambivalent on the
anti-aeon effect. Sol1 sounds good as well, although I prefer solution 2.
---[Shedrin on 5/8 @ 08:41 writes]:
Solution 2. Shouldn't be aeon immunity, though slight aeon resistance is fine
---[Shuyin on 5/8 @ 23:18 writes]:
Solution 2 is good, but I agree with Shedrin's concerns as well
---[Raeri on 5/9 @ 07:16 writes]:
As the Solution you're referring to states, it is aimed at being a decrease akin
to the truetime enchantment.
---[Llandros on 5/12 @ 23:18 writes]:
I like 2, would be ok with 1 but do not support 3 even at 10p.
---[Enyalida on 5/16 @ 21:07 writes]:
Solution 1 prefered. Many (if not all) guilds are centered around trying to keep
an opponent from simply moving away, and being able to completly negate (Even
for a short period and high power cost) movement hindering skills seems very
overpowered, especially for a skill that already does a lot of that through
springup, handspring, and contort.
---[Shuyin on 5/19 @ 00:32 writes]:
Solution 1 or 3 is fine
---[Hiriako on 5/24 @ 01:07 writes]:
The previous envoy for the Shofangi made this report. We discussed it when he
was working upon it. I was ambivalent towards solution 2, for many of the
reasons offered here. It'll completely break the ability of most classes to hold
down an Acrobat, putting the irritation already fealt by dodging on a higher
level. Classes that require precise timing or need to set up a kill will be at a
severe disadvantage. Namely, guardians/wiccans come to mind. Sol 3 is far too
powerful, offering the potential - even at 10 power - of doing it three times in
a row with refresh power and refresh me. Do you really want three kata thrown at
you instantly, or three bard targetted songs?
---[Hiriako on 5/24 @ 01:08 writes]:
PrincessFarewell blackout+aeon to mask a deathsong, for example. Tahtetso
instakill would be easier this way. Sol 1 I quite like.