MindClock | Perm Def | Replaces Quicksilver (auto comes up after being stripped, no longer stacks) and truetime (get truetime automatically, stacks with truetime enchant). |
Aeon | Aff | Unchanged |
Insight | Temp Def, 3p, lasts 2min | While under insight, the amount of timewarp you deal will scale with the amount of steam affs target has. |
TimelessBody | Def Action, 5p | Heal all vitals by 30%. |
Ageing | Utility | Unchanged |
Timewarp | Aff | Unchanged |
Alacrity | Temp Def, 1p, 2s eq | Unchanged |
Singularity | Effect, lasts 15s, 5p | Summon a singularity on target, will try to summon target back to room every 3s(effectiveness scales with timewarp), if it fails, deals timewarp scaling with distance (farther away = more timewarp) - must be cast on target within the room. Monolith in the target's room will prevent being summoned. |
TimeEchoes | Effect, 3p | fires randomly, deals 2 steam affs, fires ~8s, 16 times. |
FutureGlimpse | Perm def | every 10s, your future self comes into the past and helps you avoid an affliction. |
ChronicLoop | Effect, 2p, lasts 2 mins | After target is hit by 5 steam afflictions, will be reafflicted by all 5 steam afflictions again after 5s. Any steam affs (so if they're hit by manabarbs 5 times, they'll just get manabarbs) |
Oracle | Status effect, 2p | New steam afflictions on the target will increase timewarp. |
SwitchFate | Unchanged | |
AeonField | Unchanged | |
TimeFlux | Sentinel Only | Unchanged |
TemporalEdge | Sentinel Only | Unchanged |
Time Dilation | Room effect, 5p, lasts 2 mins. | All enemies get a -2/-10 bal/eq debuff |
Blink | 1-10p | Automatically move to a target, will cost more power farther target is away, deal timewarp to enemy target when entering room. Area only. |
TimeQuake | Unchanged. | |
Paradox | Targets individual, affects enemies in room, 10p, lasts 3 min | When the target is hit with timewarp, all enemies of caster in the room get the same amount of timewarp (pre-steam aff scaling,scales with their own steam affs if under insight.) |
Skill | What | Effect | Gem Defensive | Gem Offensive | Harmonic effect afflictions |
Harvest | Utility | Unchanged | |||
Turquoise | Gem | 5% chance to absorb damage | 5% chance to proc extra damage | Sensitivity, Asthenia, Slickness | |
Link | Utility | Unchanged | |||
GemAffinity | Utility | Unchanged | |||
Jade | Gem | Increases mana sipping by 10% | Decreases mana sipping by 10% | Hallucinations, paranoia, recklessness | |
Resonance | Effect | Unchanged | |||
Garnet | Gem | heal 5% mana/ego when damaged | drain 5% mana/ego in addition to health | manabarbs, dysentery, powersap | |
Mendingstone | Unique Gem | Unchanged | |||
Beryl | Gem | increase bromides sipping by 10% | decreases bromides sipping by 10% | pacifism, paralysis, ablaze | |
Balestone | Unique Gem | damage scales to timewarp, but unchanged otherwise | |||
Opal | Gem | increase sparkleberry heal by 5% | decrease sparkleberry cure by 5% | temp-insanity, entangled, transfixed | |
Glorygem | Unique Gem | Unchanged | |||
Onyx | Gem | Protect against dust affs(1 aff/10s) | Gives random dust aff | sickening, pox, scabies, vomiting | |
Bloodstone | Gem | reduces bleed/bruising by 5% | adds bleed (negotiable) | ||
Amethyst | Gem | increases health sipping by 10% | decreases health sipping by 10% | clumsiness, disloyalty, ataxia | |
Emerald | Gem | heal random aff/10s | relapse random aff (will pick a current non-levelled/non-timed aff, and if cured before next tic, will relapse it). | epilepsy, healthleech, relapsing | |
Malefactgem | Unique Gem | balance extended to 2.5s | |||
CrystalWeapon | Unique Gem | Unchanged | |||
Sapphire | Gem | Protects against steam aff (1 aff/10s) | gives random steam aff | anorexia, powerspikes, fear, jinx | |
ShockStone | Unique Gem | Unchanged | |||
Ruby | Gem | protects against timewarp (1 dose/10s) | gives timewarp | crushedchest, collapsedlungs, damagedthroat, damagedorgans | |
Diamond | Gem | increases rooting (not sure yet how much) | reduces rooting (not sure yet how much) | stupidity, confusion, damagedskull | |
Heartstone | Unique Gem | -Can replace heartstones, but old one decays | |||
Shatterplex | 5p, lasts 1 min. | Reduces timewarp healing in half to target for the time period - timewarp curing will 'catch up' and cure all timewarp at the end | |||
Acceleratorgem | Unique Gem | Unchanged |
Comments
And I do hope the Singularity and Blink spells will respect Monoliths, else that'll make things quire frustrating to deal with on the receiving end. With maybe a set amount of Timewarp bypassing Rooting and Monolith presence for Singularity, since nothing more frustrating than putting in all that work but they get away due to Socks or whatever.
And I'd request Timeless Body doing a bit more than just 30% with that hefty Power cost. Otherwise looks good to my pleb eyes for a start. Other experienced Halli's can give better insight I think.
Without the actual levels of timewarp increase it is impossible to evaluate if this is balanced
Does Singularity require the target to be in the same room on the initial casting? Is this finally Institute!Beckon?
What is the EQ cost on Blink? (Could we also have a TIMECHANT BLINK <target> [max power to spend] option?) Does it respect elevation? (Use case: escaping pits as a power move.)
The proposal is still subject to change depending on the feedback given here and throughout the testing phase (which we'll have before it goes live.)
That said, I'll answer questions with what we currently have in mind, but nothing is set in stone.
1) TimeEchoes will give 2 steam afflictions and some timewarp roughly every 8 seconds. It'll be +- 2 seconds on that though to be more random.
2) Garnet and Diamond were backwards, that's been fixed.
3) No, no multiples of gems at any given time.
4) Turquoise would be a partial absorption (like 5%)
5) Yeah, It's more thematic than anything else, but we have a lot of precedent in that regard with certain skillsets being immune or strong against themselves.
6) Times can be adjusted.
7) We will take steps to make sure Oracle isn't crazy - one step is specifying 'new' afflictions to start with. We'll adjust this as necessary.
8) I'm not sure what you mean here, there isn't any vitals or regen buffs in here. Instead we went with different ideas and options for these, such as increased sipping effect, increased sparkleberry effect etc.
There's quite a bit of randomness in timewarp but in general, passive afflicting will be 1/4 - 1/2 a normal dose of timewarp.
Singularity will not require a target in the room, but it's effectiveness will be determined by timewarp, so it's a risk to use against non-timewarped targets.
Blink eq cost is still up in the air. There's consideration of making it more upfront cost so you arrive on balance (like you cast, wait 1s, then move). We can probably have a max power option and we won't allow it to escape pits.
We'll see how it goes as far as stacking, the goal turned it into more attrition than past burst, in general, you need to be spending power to build timewarp as there is very little that does it by itself. The idea is you have to manage the building of timewarp more. That may not be how it works in practice, but that's the idea.
The timewarp will likely be a normal dose of timewarp - we want to encourage using this mechanic for building so it should be rewarding to hit it, but not crazy. Part of the goal is to give flexibility depending on who you are fighting with and who you are fighting against, and planning your gems based on what kind of afflictions your group will be dealing vs receiving.
The vitals heal will be small, probably ~5%
Maybe have it channeled?, on balance when you arrive. Pay extra to allow it to work even if the target moves so long as they don't leave the area.
Spire - 10p, uses all 8 gems to surround and crystalize a target, this crystallization will take 5s to complete, and once completed, the target will be unable to act in any way and immune from being attacked for 10s. During this 10s, anyone that attacks the target, will also instantly crystalize for the remainder of the time. Cannot use your gems while a target is crystallized and all others crystalized will fade when the initial target does.
Thoughts?
Thanks for all the input, there's some things that we'll have to look at in practice and potentially adjust (timers, defensive choices, timewarp levels) but overall, seems positive.
Singularity - I don't think we'll require it to be cast on someone in the room. It'll likely work by reducing rooting dependent on timewarp. At max timewarp, it could reduce rooting to 10% and at no timewarp, rooting would be as is.
The risk would only be using it and wasting the power.
EDIT: Elaborating - I mean the initial cast - so you can't stick the debuff on someone shielded or in a monolithed room. If they are not shielded or in a monolithed room when the debuff is applied and they try to shield or run to a monolithed room, if the spell passes the rooting check, they are still yanked out.
If olive oil comes from olives, where does baby oil come from?
If vegetarians eat vegetables, what do humanitarians eat?
Quick update - the Hallifax report has been finally coded and is available for testing on my test server. If you're interested in testing it, please send me a message for the server information.
Just to be clear - this is for testing of the new Hallifax changes only. The server only allows 5 people on at a time, so if you're unable to log in, it may be because it's full. If you find any bugs or have any issues, please send me a message, preferably with a log of the event in question. Feel free to discuss on here as well.
Thanks
I assume this is a bug and that they are not ment to be area ranged.
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Can you expand on how Crystalspin Resonance effects the new crystal mechanics? You say it remains the same as before but with crystals changing dramatically it'd be handy to have a bit of a clearer confirmation on what you intend the buff to be with this skill.
Just a recap of some simple testing. Not using any balance or speed buffs and no beast for spitting for extra afflictions.
With just crystals and no aeonic effects:
vs a test dummy target.
I cast crystalspin resonance, I cast crystalspin shatterplex, I spam crystalspin malefactgem timewarp and I get to massive time warp in a 20 second window from the start.
Tested without shatterplex and was not able to build timewarp.
vs a target that spams web on me I build to considerable timewarp by the time shatterplex wears off, was able to reapply shatterplex and continue building vs web spam to massive but took aprox 1min30 seconds overall. Using just mala, crystals and shatterplex.
Small issue with this set up is Shatterplex lasts 60 seconds and costs 5 power. Its possible to then maintain shatterplex on the target forever and not run low on power.
This creates a situation where institute now have what amounts to an attrition based kill even vs a target who does nothing but hinder you.
There isn't really a counter to this atm. My suggestion would be to reduce the time of shatterplex or increase the power cost so that it can not be maintained indefinetly.
This would solve the issue.
Second tests. Pre notes my initital thoughts on shatterplex being the best way to build were incorrect, shatterplex is one of the weaker tools the class has right now to build warp.
Using crystals, timeechos(2+mins), oracle(2mins), chronicloop(2min) and insight(2min buff). Once I've cast these abilities I'm able to get to massive in 8 seconds of casting.
This is creating a situation where once I have these four abilities up if the enemy stays in my room for more than a short time they will die.
I'm forcing the enemy to run from the fight for 2mins or die to a few hits from me. By the time that 2 mins runs out I have all my power back and can repeat.
These abilities are very strong right now in combo and their timer should not really be that long.
I've not tested every combo so far but as a quick conclusion:
The new institute class is like the old Illuminati class in that they are based around casting a number of set effects and then spamming for a “short” build to get to massive timewarp/insanity.
Institutes effects have no real counter other than direct hinder or running away, unlike the ability to kill the madfly, they last longer, are cheaper and they build a stronger level of warp than their Illuminati counter parts right now.
Atm the class in test realm is very overtuned in offensive build and buffs mainly due to all their burst abilities lasting upwards of 2 mins and having a very small or non existent power cost.
My suggestion would be to dramatically lower the times of all of the above abilities, leave them at their current strength in terms of warp building and then re-test from there.
Three afflictions persist throughout log out.