So I don't feel like I need to preface this, but Disclaimer: This is not a whinge about Aeromancy! I want to try and consider all mages and druids here.
So here's the deal. I love being a melder. No other class provides me with that same kind of rush that I get when I know I'm a priority target, and that I'm always in demand by allies, and that it's so important for me to stay alive. However, with so few personal defensives, I feel like it's far too easy for me to die if I make a single misstep, and I know that's the case for other melders too. With the recent-ish nerf to melding, when I die, my whole meld and its effects drop. Though I think that nerf was warranted, it's become a lot more imperative that I stay alive despite the entire enemy team breathing down my neck. And that's pretty hard if they're even semi-coordinated and/or they have numbers on me. So, then, the only option I have is to stay 1 room away and weave stalkers or point my staff while my meld does its work on the enemy team. The only thing that could ever coax me to put myself in danger of dying to an enemy group is an enemy melder trying to seize control of the room, or if I feel like I can move in because the tides are turning, so I can use things like Telekinesis and Phantasms to further hinder my enemy.
Sidd put in a report to incentivize melders rejoining the fight, REPORT 1574. But the honest truth is that isn't going to change the dynamic. I'm simply not going to go into a room with a bunch of enemies in it to dissolve them. It's not worth putting my meld and survival at stake. So ultimately, report 1574 is a huge nerf, because I feel like every melder is going to feel the same. Thus, all mage and druid melds are just going to have to go without protection stripping. So now I get to point my staff and have less key effects hitting my enemies. It's pretty depressing and non-engaging, even with all those pros I mentioned earlier.
My suggestion is thus: provide mages and druids with a huge, retributive defensive that only works in their meld, for 8 or 10p. It works along the same premise as Phantasms PhantomArmour, but on a much more large scale. You might also harken back to the now-reworked Aerochemantics Static, where your team and yourself would suffer if you focused on that Aerochemantic, because like as not, you'd just start flinging yourself to the next room and your group would be split because you focused the wrong target.
An example here would be something like, in Aeromany, something like AEROCAST CARDINALWINDS. For 10p, command the winds that surround you to form a protective cocoon for ~15 seconds, and any enemies that attack you will suffer about a staffcast of damage + some heavy affliction. Furthermore, the cocoon lessens all damage in a similar way to Athletics Numbing, though you don't suffer the built up damage after it ends. There should be some caveats, of course -- let's say it has the same limitations as a prismatic shield -- so Psionics and Axelords can still hack through it. If the meld is broken in their room after casting, it should go dormant for the remainder of its timer, but also come back if the caster retakes the room in the small window they have as a kind of reward. This kind of skill should exist in every melder primary. I think it would really impact the dynamic of who to target in a fun and palatable way, and force people to make educated decisions about their target instead of "always target the melder, forever".
What are your thoughts, guys?
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I get your point. I think part of the problem is your too valuable and too important to the group to risk doing anything too crazy but that's because holding the meld is such a big advantage. Even with protection up.
I mean we just had two or three pages in another thread complaining about how good passives are. Even just the basic hindering and anti movement effects of some melds are good enough to make a huge difference in group combat.
I guess if you want to buff mages/druids and make them more face to face then their meld utility would have to be reduced at the same time. Maybe something like you can use your big defensive ability but it drops all meld effects for the same length of time. That way you get the best of both worlds. Tactical choices and the ability to go in face to face or stay back and hold ground.
EDIT: In partial elaboration, meld mechanics have been the game for a long time and have required nerf after nerf after nerf after nerf after patch after patch after patch to be made even remotely fair. It's a problematic mechanic that perpetuates (imo), alongside other mechanics, really boring and reductive metas.
I'm pretty sure that it's accurate to say that most, if not all, of the prominent melders or melder envoys were pumped for the woodchem event with the rumor that melds themselves were being replaced by something better. *sad trombone sounds*
Im a bit confused, you dont want to reduce the importance of melds? But you want significant buffs to your defenses? I thought the idea was like eny and bandeon were saying reduce the effectiveness of melds and give druids/mages stuff to make them relevant outside of just being a meld monkey?
I mean again as long as melds are so powerful the melder is going to be target number one. Its kinda like first world problems, why is everyone targeting me? Because your way way more valuable than 90% of your team.
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
Also you'd need massive nerfs to melds, and I don't mean their passive tics but rather their ability to direct the flow of an enemy group and hinder their ability to remain cohesive, in order to add a defensive buff like this. If buff like this is necessary, I think we are asking the wrong questions. Rather than asking what needs to be deleted from melds to make this type of skill fair, we should ask why does a situation in which this skill would be required exist. Address the foundational problem, which is melds are the foundation upon which fortresses are built.
Also: Guardians are amazing as non healer, what is Bandeon smoking.
I actually don't think melders need more survivability. I think a number of people would contest that I was plenty difficult to kill and in a number of fights, I was not the first target even as a melder. Falmiis has mentioned in previous fights that he started to direct people away from me as the primary target. So I don't think your solution is particularly valid. You can work within the limitations of melds and be perfectly survivable and effecitve, whether or not that is fun is up for debate. (I was 50/50. Sometimes I enjoyed, sometimes I wanted to claw my eyes out).
I do think, however, the question your solution is trying to answer is valid. How do we fix certain classes always being the first target and potentially unfun? To me, the solution is to change melds themselves.
edit: BTW I don't think the solution to just make melds suck more in order to give mages defensive bonuses is a particularly valuable contribution. Mages already give up a lot to be a mage. Flexibility, mobility, planar restrictions, and redundancy are all very real, very limiting aspects of playing a melder. Whether or not a mage is better or worse than a monk/guardian/whatever depends on a variety of circumstances. In many situations, a melder is the least valuable player on the team in terms of skillsets because they're a pyro on faethorn or the third in line to hold the meld. Basically melder in a meld = high priority, melder outside a meld = idk are they artied?
Again it comes back to addressing melds, and all their ups and downs. Not just with a nerf stick, because Maligorn is right, sometimes it really does suck.
Edit: Anyway, we can all agree that melds are awkward.
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
I think the class preference hierarchy is a bunch of hulabaloo. Though, generally, the top melder is the MVP by default.
mostly cause i'd expect them to be demiplanes and that could have some insanely cool concepts.
Though I guess, how else would things work without melds? (lol, everyone just has woodchem)
I mean its not realistic to justify buffs to a melder inside a meld without changing how valuable the meld is itself. You'd just be asking for buffs for the sake of buffs then.
If you don't want to change how melds work in a fundamental sense then I'm not sure how you'd move forwards?