Obviously, the above can be tweaked, but I'd also like to suggest the following since Demigods carry a large inherent risk when they currently raid. However, Vernal Ascendants and Ascendants would no longer really have any steep penalties to deal with as a result. I believe that if a Vernal Ascendant starts running out of essence and, if they would've lost Demigod normally through raiding, they should cost their organization power. Each death, in my opinion, should cost around 1k power. This is to establish a mentality that VA's should be keeping enough essence and it will be motivation to descend them if they can't maintain the responsibility of upkeeping their essence and just want to raid constantly with no consequences. Additionally, it was suggested that if a TA/VA raids and has no essence to pay for the death, their holds on their domoths (should they have any) should also be weakened considerably. These are just loose ideas thrown around. I'll let others debate them.
Supermobs and their Current State
So given that it's been awhile since we've seen any kind of tangible organizational conflict on the respective planes (outside of both communes killing each other because I stirred the pot), raids on Celestia, Vortex, Continuum, Nil, and other places are virtually unheard of. Even more so large-scale raids to take out their respective mobs. If we JUST reduce the penalties for death in enemy territory without implementing something new to replace it, we're going to have an issue where they're dying constantly again. However, if we introduce my above solutions in some shape or form, supermobs would have to take nerfs as death against smobs is relatively common while killing them. Raids on these areas are lengthy affairs and death is common.
Distort and Seals/Cubix/Orgbixes
Distort in its current form needs to be weakened heavily. It's effectively a raid killer in itself and while it has a counter in bringing up a whistle, it's probably still too strong. I'd be fine with keeping Distort in its current form for Prime territories, but it really needs to take a hit in other areas. A full minute of doing nothing in order to touch a seal, cubix, or an orgbix is outright ridiculous, unrealistic, and unfeasible for healthy conflict in the game. I'd recommend cutting that number to 25-35 seconds. This allows attackers, in the event they routed defenders, to leave as well they should be allowed. If the full minute is deemed necessary, raiders should be allowed to heal themselves while channeling the cubix/orgbix/seal. Anything otherwise hostile will just drop the attempt.
That being said, cubix/orgbix/seals are in need of downgrades. We have way too many escape mechanisms in the game as is and raiding should carry some form of inherent risk for your character. Other players should be able to hold you accountable for your actions rather than you just being allowed to instant escape from any consequences. As such, I'm going to differ from Shuyin's proposed ideas on cubixes/seals/orgbixes as I think that they wouldn't work very well for certain classes. Maintaining full health at all times, for example, would be difficult for a Celestine that has Stigmata up. Rather, I propose that cubix/seals/orgbixes maintain their current weakness of not being able to touch them while having mental afflictions, but also not being able to touch them while under <80% of any vital. This encourages strategic usage of these items rather than just a straight escape whenever things get dicey. They retain their usage as a quick means of getting around and NOT as an immediate, guaranteed escape.
In any event, that's it for me and ideas. Feel free to ignore, discuss, criticize, or whatever. Like I've said, I'm down for trying to propose ideas rather than just complaining.
Comments
06/30/2014 19:37 Silvanus channels the power of the Megalith of Doom for you, stripping you of your Vernal Ascendant status.......bastard!!