Ok so after some varied discussion and looking at things we know there are some things to make changes to. This is a thread for ideas, improvements, and suggestions. I will, obviously, start.
I will note the reasoning for each change, or explain something if need be below it. As a note I like this new system for it's simplicity, and give changes trying to fit the scheme as well as make it easier for all parties.
New things first!
* The biggest change. Affliction weight.
Right now the system is a very direct, do an affliction they gain levels based on the skill, curing removes 1 level. I propose we change it to giving an affliction every 10 weight, with a skill designed to give 1 affliction causing 10, one causing 2 to give 20 weight, etc. Curing should cure -5- at a time, but herb balance should be 2 seconds, meaning you cure only a little slower than you get afflicted and buying time can help. Why bother with this? It allows fine tuning some things, for instance under the current system I have no idea how warriors would work. Under this you could have each rapier do say 5 to 7 weight based on precision, with puissance and power moves increasing weight being dealt. There is some other reasons for this as well.... which follows!
* Scale to groups.
When multiple people are engaging you scale the amount of damage(s) AND affliction weight being dealt. It still adds up over time but if you do it properly it is not as bad. EX: At 1 person you take full weight, at 2 you take 80% (160% of one person), at 3 you might take 70% (210% of a single person) and so on, meaning that large groups have motivation to vary their targets a bit. We have a lot of group combat and the current system will result in incredibly fast ganks at the moment.
* Remove afflictions such as aeon.
Aeon is often its own branch of curing to deal with, and no one really likes being in an aeon lock as they sit and wait for curing to finish. In groups this affliction is just ridiculous and there are too many sources of it. Change this afflictions effect or replace with another affliction. Currently aeon is used to back up curing. Under these revisions we could simply make aeon reduce the weight being cured in a specific tree.
* Put all afflictions in GMCP.
This would mean that anyone who understands GMCP could have all afflictions handled via GMCP. This includes cloaked afflictions. Yes, I know that seems to make no sense at all.
Example packets (names may need adjusting for ease):
Char.Affliction { "name": "AuraLevel1", "weight": 10/50}
Char.Affliction {"source": "Demon"} Any "unknown" would come up as a source only.
Optionally Affliction could relay your new total weight instead of weight gained. This would all include the normal GMCP stuff like being able to request your diagnosis.
* Change skills such as dodging, foresight, timeless body, etc to be a chance to reduce weight in an affliction related.
Skills intended to dodge everything right now would reduce the weight being dealt. This helps with the suggested dodging nerf so that it works on non damage skills as well! Timeless body and other affliction shrugging should act in a similar manner.
* Create some unique goals for each guild (i'll explain).
This is the idea of burnable afflictions. For instance a wiccan might build up an affliction line that currently does mana drain (succumb would effect this chain of course) and then could use another skill to remove the affs from the person and cause a burst of mana drain. Telepaths might have something along the lines of being able to remove 8 levels of -mental- afflictions from a person to cause 5 levels of a select tree or induce a comatose state (you can see, but your curing becomes questionable at best for curing mana/ego).
* Some of the trees need changing a bit, and we might need a couple more, pending.
Things like reckless as level 1 means it is never cured, aeon would be perma (even if kept, this would be a perma cure penalty). Some chains are very strong, some are very weak, which we want to regulate a bit! Along with this some trees might disappear.... hearing I am looking at you and your perma perfectfifth.
* Remove focus.
Balance curing to not require these, they are just more skills people need to enter combat.
* Add a pseudo affliction: Toxicity.
This is given primarily by allheale and builds up over time with a very long cooldown, which it cures itself on. This allows an emergency button for novices or such, or a higher risk last ditch cure, but with a side effect which is currently up in the air. The mechanic is new and I do not want to suggest a flat out weight reduction, although making you take a little more weight, or suffer more damage, etc could be in order. Perhaps give guilds a skill to burn the toxicity from you in exchange for a burst off effect, but this causes the issue of using it to cure and then getting reafflicted.
* Change illusions to require equilibrium and balance and consume equilibrium.
Illusions are currently a major hurdle for system makers to code for, often requiring heavy coding to ensure they are properly detected and handled. This would also lower the requirement of having your skill level in "arts" high, which currently helps with illusions protection.
* Considerably scale back stuns and blackouts.
- Stuns like shieldstun tend to just be spammed and make it far too easy to back up curing when they can get 3s+ durations. Blackout has a similar issue, especially when we have ents doing 8s blackout hits, which was more than enough to insta someone behind in various guilds. I can present a list of skills and changes to move some away from blackout or even just scale them back.
I might be forgetting some things as it is very early in the morning. I will update if things come up (and post a note about this). We will need to add the stand alone afflictions to the cure scroll at some point, and that is possible. If anyone wants/needs me to write up possible trees let me know and I can crank some out. I have not fully fleshed out EVERYTHING for each class, so some stuff is subject to change. The goal was to simplify combat, improve access to combat, create a balanced system, and still allowing skilled play. Call this a first draft.
Enjoy, and bring on feedback, I would love to see changes that work for everyone, as there is some holes to fill with the present version.
(I intentionally am not posting "modified skillsets" as that is a HUGE undertaking ;_;. If you want to do a pseudo write up of what you might like to see though, I am interested! I am also using a clan to organize information and start gathering people to talk about the overhaul, since I hear very little other than on one clan.)
Comments
I wish they didn't reset progress to zero on respawn. Killing them sure, but when some quests take several hours of progress on one NPC, it's entirely too simple to counter grief.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Estarra the Eternal says, "Give Shevat the floor please."
I think it's premature to look at allheale now since we haven't even gotten to it in the overhaul yet.
If the point is to give illusions a total nerf so they're not used in combat at all, what would be the point of the skillset? Why would anyone take it? (Other than being an rp skillset.). Would non-illusion skills be enough to stand on their own?
Signature!
Signature!
Mages already get their elementalism specialization and psionics, runes or dreamweaving. Even if the afflictions given by Phantom, Claws and Mirage are unimpressive (which they probably won't be: mental affliction trees are really good in the overhaul), there's easily enough room in the tertiary and primary skills to ensure that mages remain combat viable.
Currently glamourist bards do not use custom illusions in combat and I do not expect this to change in the overhaul. It looks like they'd be building afflictions in the occular tree and a random second affliction tree based on colour. That seems like it could be viable to me.
Dramaturgist bards are going to need significant changes regardless of what is done with illusions, as over a dozen of their affliction skills are subsumed into 5 affliction trees. Even assuming that the administration just the most simple change possible and lets Dramaturgy scenes do some rate in the Addiction, Delusions, Nerves, Neurosis or Circulation affliction trees and subtext lets you pick a second tree, that could easily be strong enough that dramaturgy bards wouldn't need illusions.
I am fully confident that not only could the game can be balanced without combat illusions existing, but that doing so would be easier than trying to retain combat illusions in the new system.
Perhaps the music skills could be consolidated a little. Offer three music specializations that any guild can choose from but have different messages for the more powerful abilities. This would be similar to celestians and nihilists but the skills would be identical, only differing in messaging. It would cut down a lot on the work needed to balance and rework the music skills. It would also simplify combat since new players would only have to learn to fight against three music specializations vice six.
This same approach could be brought to the knighthood specializations. I personally wouldn't cry if two were removed. Maybe allow freedom in which weapon to use like if axelord were dropped then allow pureblades to use axes if they chose.
EDIT: But no, that makes no sense. @JaxeusThe only class that works like that are warriors, and it's kinda silly. Wish they had more unique specs, but there just aren't enough warrior good affs to go around.