Report 765

Report #765
Skillset: Shamanism Skill: Pressure
 Org: Blacktalon Status: Rejected Jan 2012
Furies' Decision:
We dislike the solutions presented, though we will investigate adjusting the
damage and bleed levels.
Problem: Pressure is an active skill that hits all enemies for very little
damage and little bleeding, with a standard 4 sec eq time. It makes this skill
not worth using when you have so many better choices. This report aims to change
that with keeping the spirit of shamanism.
Solution #1: Change the command to MANIPULATE PRESSURE (UP|DOWN). When the
 pressure is manipulated UP, then pressure causes 900 base damage
 with no bleeding to all enemies. When the pressure is manipulated
 DOWN, have it cause 500 base bleeding and no damage to all
 enemies.
Solution #2: Keep the UP/DOWN mechanic of solution 1, but leave in an option
 to hit with both damage and bleeding with just MANIPULATE
 PRESSURE - dealing 500 base damage and 250 bleeding
Solution #3: Have pressure blow up anyone that is bleeding for more than 1k
 and at 50% health or less for 5p, instantly killing them
Player Comments:
---[Shuyin on 1/11 @ 20:26 writes]:
Solution is the most balanced. But really, Solution 1 at the very least is
needed, but I prefer Solution 2.
---[Shuyin on 1/11 @ 20:29 writes]:
Solution 3*, keyboards are some form of wizardry I cannot comprehend
---[Rika on 1/11 @ 20:30 writes]:
Shamanism already has an instakill, so I don't see solution 3 happening,
especially given this is a tert.
---[Llandros on 1/12 @ 01:18 writes]:
I'm not sure about this. It's a skill that hits all your enemies in the room for
damage and bleeding with no power/commodity/herb/demense/song or weather
requirements. Anything more than a slight increase in damage should have some
kind of additional cost.
---[Sidd on 1/12 @ 01:33 writes]:
Why should there be an increased cost for a subpar skill? Bringing it up to par
with similar skills shouldn't require any increase in cost
---[Akui on 1/12 @ 01:50 writes]:
What is the damage like compared to say, fireball? I don't feel a similar skill
in a tertiary should be out performing prime equivalents, bleed damage or no.
---[Llandros on 1/12 @ 04:43 writes]:
Sidd, what are the skills you are referring to that would be on par with
solutions 1 and 2?
---[Sidd on 1/12 @ 04:58 writes]:
Skills that attack enemies in a room, boulderblast, fireball etc. Fireball did
~850 damage to me with 36 firedmp. I don't agree that tertiary skills should be
weaker than primary skills, that would say that guilds should rely on their
primary skill in all pk situations, which is just not the case.
---[Enyalida on 1/12 @ 04:59 writes]:
The damage on things I tested was in the realm of 800 damage or so when my
resists were active. Note that 900 BASE damage will translate to much lower
damage as everyone has loads of blunt damage resistance, either in the form of
armor, skills, or robes. Additionally, I am of the opinion that more restricted
skills should be stronger then less restricted skills, and pressure can only be
done outdoors. 900 sounds like the correct ballpark to me if there is no
bleeding. 500 seems a tad too low for sol.2. I'd suggest about 100 or so more
damage.
---[Llandros on 1/12 @ 16:21 writes]:
Ok, then I'll get behind solution 2. Solution 1's bleeding could generate a lot
of powerful synergy, for example, spew and Shadowbeat.
---[Llandros on 1/12 @ 16:23 writes]:
By that I mean changing it to the damage in solution two, not adding the up/down
mechanic
---[Sidd on 1/12 @ 19:27 writes]:
Spew doesn't work like that, it will work exactly the same whether it's 250
bleeding or 500 bleeding, while yes it will synergize with shadowbeat, you are
giving up damage to get more bleeding, which is a reasonable compromise
---[Sidd on 1/12 @ 22:26 writes]:
Clarified solution 2 because people are misunderstanding that it is an expansion
on solution 1
---[Rivius on 1/13 @ 02:53 writes]:
I'd personally echo Llandros' statement and just agree with an increase in base
damage. It should not be as much as boulderbash, fireball, tempest nor hailstorm
but at least be a little more than it is now. I don't think more bleeding that
what is already given is needed.
---[Enyalida on 1/13 @ 09:22 writes]:
Or possibly, maintain the UP|DOWN for thematic purposes, raise the damage, and
have each option skew it in one direction. It would still always be a mix of
damage and bleeding, but you'd be able to make it either do a bit more damage
and less bleeding or the other way around.
---[Sidd on 1/16 @ 14:35 writes]:
I can get behind Enyalida's solution -- sticking with the up/down mechanic but
always having some combination of damage/bleeding, maybe like up would be 650
base damage and 150 bleeding, down being 350 bleeding and 350 base damage (the
middle still being 500 base damage and 250 bleeding)
---[Wobou on 1/24 @ 15:36 writes]:
I think the base damage should just be raised. 500 bleeding every 4 seconds adds
up pretty quick on most people even ignoring the really nice amount of synergy.
Solution 3 seems like it would be nearly impossible to use solo and way too easy
to use in a group.
---[Sidd on 1/24 @ 15:48 writes]:
I'm confused how 500 bleeding is worse than 900 damage, you're pretty much
sipping mana in the first case and sipping health in the other (sparkle/scroll
taking care of the health AND mana in general). As for synergy it's definitely
your choice whether to clot if off with clot or use chervil or other means to
take care of it. It only synergizes if you spam clot with it. If bleeding 500
bleeding is really that big of a deal, we can go with Enyalida's option a few
comments above or heck, even lower it a bit to 350-400 range, but trying to make
it a more unique skill rather than a group damage clone is the overall goal, and
just raising the base damage a bit isn't going to make the skill much more used
than it is now.