While the major combat overhaul mechanics are implemented and working, there are several issues and unfinished bits that still need addressing. Following is a list of tasks that we've identified as still needing work (either existing plans we haven't gotten to yet, or raised by the playerbase), as well as our current aim for addressing them. This is not exhaustive; there are a few things we are still working on internally, but this list represents the major incoming updates.
These are not 100% set in stone, but are indicative of how we are wanting to handle these issues. Feedback on these is welcome, bearing that in mind. Additionally, if there are other issues not raised here, feel free to bring them up, though depending on the specifics we may request you channel them through envoys instead.
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Monks will be receiving updates to kata mechanics to bring them in line with new affliction and wounding mechanics, as well as hopefully addressing some other issues with the skill. We do not have any details on this right now, but I will be working with the monk envoys and various other people to put together a full proposal once other major issues are out of the way.
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At present, focusing is used to cure specific sets of afflictions independent of the basic cures, and we have been planning on eliminating this mechanic from the start of the latest version of the Overhaul. In its place, we will be adding the ability to specify an affliction to cure when consuming one of the four basic cures, at some cost. The syntaxes and costs are as follows:
<consumption verb> <cure> FOCUS <affliction> - Prioritize the specified affliction, at the cost of doubled cure balance.
<consumption verb> <cure> FOCUS <affliction> POWER - Prioritize the specified affliction, at the cost 1 power.
<consumption verb> <cure> FOCUS <affliction> BEAST- Prioritize the specified affliction, requiring and using beast balance as well as beast ego equal to the current cost of beast curing.
The third syntax will replace the current beast curing powers, which will retired (and refunded where appropriate).
Additionally, the deadening affliction will be retired. As this affliction is only given in a very small number of cases, I will work with envoys to determine appropriate replacements, or simply deleting the instance of the affliction.
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Fire and frost potions will have their curing effects removed, but maintain their defensive capabilities. Ablaze, burn levels, shivering, and freezing afflictions will be migrated to ice cures as part of the current knighthood special report.
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Timewarp and tempinsanity are both currently cured by focus mind and herbs. As there are very, very few herb afflictions remaining (and most/all should be eliminated in time), there is no way to stack afflictions to prevent their curing. As such, they will be moved to one of the overhaul cures, likely steam, though I'll work with envoys to determine if this is the best place for them. Additionally, we'll adjust the efficacy of cures for these afflictions to compensate for the loss of focus mind.
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Earwort and faeleaf are, similar to the above, stuck on herb balance without any way to stack afflictions around herb balance. We are planning on keeping the effects on these herbs, but likely modifying them to require and consume dust balance instead. Again, I'll be working with envoys to ensure this is workable.
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At present, there are numerous entangle/writhe-cured abilities, including transfix, ropes, entangled, truss, impale, and a few others. Impale and transfix will remain as they are, while the various physical entanglements (ropes, etc.) will be combined into a single entangle affliction. All will be cured by writhing. Additionally, summer and tipheret will persist to allow instant curing of entanglement (but not transfix or impale).
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Bearhug will be adjusted to be more on-par with its original introduction. The L4 perk version will gain the crushedchest affliction, while the L5 instakill will be changed to require < 20% health and the crushedchest affliction. Damage vs. players will be tweaked down slightly, as it was raised when initially modified due to issues with aeon stacking.
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Cleanse is, at present, remaining as a cure, though we have plans to take a look at druidry at some point in the future and rework it to eliminate sap and allow the removal of cleanse.
We still plan on removing ectoplasm at some point in the future; once the current batch of issues is addressed, I will be sitting down with the Necromancy envoys to work out a way to do this cleanly.
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Due to aeon now being cured by an asthma-blocked cure instead of an anorexia-blocked cure, there are several cases where the ability to apply the poison chansu concurrently with aeon attacks (e.g. from beasts). Because of the power of aeon, this is undesirable. As such, chansu will be changed to deal a different affliction; at this time, we are planning on moving it to anorexia instead.
Additionally, I am going to look into the possibility of having aeon be implemented as a command queue, instead of having input override the previous command and restart the command delay timer. This means it will be possible to send multiple commands in succession while under aeon, and have them be applied one at a time with the appropriate delay between each command. There are a few technical and design issues that need to be worked out here before I can commit to this, but it is something I will be investigating.
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We will be looking into the possibility of moving summon resistance/rooting to the 10-level buff system used for damage resistance, regen, etc. Due to the way summon resistance stacking works internally, this may be difficult to make a clean transition to the discrete level system, but we'll do what we can.
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Resilience will go away, with a lesson refund. Its damage reduction effect will be merged into the Combat skill. I'd also like to remove the passive poison shrugging granted by the skill, if this is not going to be too unbalancing.
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Healing will be getting updated, though we are still working on how we're going to address it.
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Allheale is going to be specifically made to cure mental/internal/spiritual affs at random. Non-mutilated physical affs may also be included here. In general there should be little-to-no difference player-side here.
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Aura of rebounding will be removed entirely following upcoming monk updates.
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We are looking at adjustments to regen values overall, and will be making significant updates here. I'm not sure what all is finalized on this as of right now, so I'm not going to release numbers at present, but overall we're going to look into reducing overall regen levels from skills while making the larger buffs much more valuable/worthwhile.
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I will get back to converting defenses to the Overhaul defense system. This is fairly low priority because it has few mechanical implications, and is primarily a convenience thing for how we handle defenses internally.
Comments
The eye of Dylara materialises in your hands and flings itself around your neck, tightening incomprehensibly until it is irremovable.
Perfectly clean, this eyeball has been wrenched from the socket of Dylara. It has been animated by some unusual force, constantly looking around itself as if in shock or fear. It is bathed in a light covering of white flames that roll endlessly over its surface. A single chain of empyreal metal pierces either side of the eye, allowing it to be worn around the neck.
I have a ton of thoughts, unfortunately they'll have to wait til tomorrow.
Overall I like the direction. Details can be hammered out over time.
RIP in peace aeon, you won't be missed.
Also is it just me or does moving so many things to ice make it seem like a very big buff to any class that has a lot of ice afflictions?
The only real concern I have here is: moving fire/frost to ICE seems a genuinely bad idea, because it allows a lot of synergy between mages (specifically celest and gaudiguch mages) and warriors, something I feel like shouldn't be happening, as the other four orgs don't have the same advantage. Also, can we please not make everything cured by ICE ?
if we do, as @lerad said, make them generally more available as afflictions to other orgs, then yes, maybe. But wouldn't that make the originality of said mages go away by a part? I would rather see that fire/frost are handled by something that doesn't block ice. I personally think it's too easy to create unwanted or overpowered synergies there, not only relation to warriors.
Of course, am not the expert here, though.
This does not and is not meant to refute @Lerad's comments about paralysis. Because of the proning time, paralysis is/was a useful tool in the melee offensive and should be carefully handled. It's set to become very potent with the upcoming changes.
Because the status quo is gone and missing, where to tune the potency dial on paralysis (or for that matter, anything) should look at the current situation rather than what went on before. I wouldn't suggest paralysis be put at the same level of effectiveness it was before, so much as figuring out where we need to put it for overall mechanics balance. We shouldn't dismiss the possibility that it needs to be more effective or less effective than it was in the past, depending on how everything else turns out for those who would use it.
Regarding Druid, I am very happy to hear that Sap will likely be removed as it has been the achille's heel for Druids since the advent of the game. I'd like to recommend, in fact, that Blacktalon and Hartstone get a separation here with skillsets instead of both just having Druidry so they can be more unique like the Mages are. Not only that, but with the loss of Sap, this can allow Druidry tertiaries to finally get some much needed love because they've been outdated/relatively crappy for ages because of Sap and Allergies.
Because of these changes, I'm actually starting to see Lusternia move towards the traditional IRE-curing schema and despite what some people may think, this is a GOOD thing. This means that a majority of classes will no longer rely almost entirely on 'run or die' uncurable aff mechanics (like Inquisition) and affliction-based offenses can become more of a viable thing on their own.
I was really skeptical of the overhaul, but I'm starting to see the overall picture and I'm very happy about it.
Re: aeon cure queue, personally, I'd like to see a separate queue a'la stratagems, to avoid unfortunate situations. For instance, you're hit with an attack that causes three afflictions, so your system fires away three cures. Before any of those go through, however, you're also hit with aeon, which means the three cures are now queued up if it's a general command queue. A stratagem-like queue would also mean you'd be able to adjust it as the situation develops.
**************************[ Bodyscan - Regeneration ]**************************
Stat Effect Value Max
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Health Mercy 2 6
Health Demigod 3 8
Health Celestial holy water 4 8
Health Athletic regeneration 2 8
Total 8
Mana Perfection 2 6
Mana Demigod 3 8
Mana Celestial holy water 4 8
Total 8
Ego Beauty 2 6
Ego Demigod 3 8
Ego Celestial holy water 4 8
Total 8
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I'll try to get a copy of his regens up when he returns to Tahtetso, but I'm 99% sure his regens are 10/8/8 if and only if he's got Psymet regeneration locked. It completely doesn't matter what Harmony mantras he has up, as far as his regen goes.
Now I'm going to have to peek at org constructs. I've only ever alted so I could get a sense for each org's collegiums, way forever ago.
I actually would prefer having a 5th cure to handle things like burns, shivers, ablaze, etc. I liked having a focus skill at inept that was used for this sort of purpose specifically.