Glomdoring has the hands-down best mechanical synergy in the game for a long while now.This is a bold claim, (Unintended pun, sorry.) but here goes its reasoning. Assuming you're a complete novice with IRE Combat, first thing you are going to learn is that it's a race versus curing. If you can put in more afflictions and/or damage than a person can cure at a time, they stack and that person eventually dies. Either swiftly, because of vital pressure. Or in a helpless state without being able to do anything, because of the afflictions those are piled on top of each other.
So what does Glomdoring have, that we should discuss them seperately from the other organizations in the game? Let's start with their designed synergy points. Poisons and Bleeding.
So what are the synergy points for other organizations in the game, you might ask?
Hallifax has timewarps.
Gaudiguch has temporary insanity.
Celest, correct me if I'm wrong, has no org-wide synergy focus that every single class can contribute to.
Neither does Magnagora.
And neither does Serenwilde.
So Hallifax, Gaudiguch and Glomdoring are already at an advantage with an overly simplified logic. Let's compare timewarps, temporary insanity and bleeding&poisons with each other.
What's TimeWarp? From AFF INFO TIMEWARP within the game.
<div> When warped in time, you will find the quicksilver defence slower to rise and your</div><div>equilibrium slower to return if disrupted. This effect has a scaling effect depending on how warped </div><div>in time you are.</div>
It's nice, negligible mostly, but not terrible? Well it's something at least, some orgs have nothing at all. What's not written in those lines is that Timewarps when stacked at very high levels allow for Hallifax Guardians to instantly kill their targets. Or that in the presence of a Hallifax Bard, They cause little to heavy damage every time their songs tick. So, synergy it is. Every Hallifax class, can little or more apply timewarps in some way. No one outside of Hallifax can do that. And what timewarp doesn't do is this, they do not really synergize with anything outside of Hallifax. Someone being punished heavily by massive timewarp has little to no use for a Shofangi monk for example. That's how niche it is.
What's TemporaryInsanity? AFF INFO TEMPORARYINSANITY
<div> When temporarily insane, you will find yourself acting as if you were touched by Astral</div><div>Insanity, albeit to a lesser degree, based on how insane you are.</div>
It's a command failure, offensive and defensive both. So, it's better than TimeWarp in my opinion and does cause more ruckus for the target if it was being targeted by anything non-Gaudiguch as well. While it's pretty good, I don't find it that overwhelming to be honest. Very much like Timewarps, Gaudiguch Guardians can instantly kill massively TemporaryInsanity stacked targets and their bards drain more ego&mana with higher insanity levels. Different vitals, yet a mirror match-up to Hallifax.
Now, Bleeding&Poisons.
Bleeding. HELP BLEEDING
<div>When you are hit by a cutting weapon in Lusternia, you will usually begin to bleed. After you begin<br></div><div>bleeding, you'll continue to bleed health points every so often. Your body will gradually clot the </div><div>blood, but this will take time.</div>
What the help file is missing is that clotting consumes mana as well. But as you can see, bleeding is by no means a mechanic that's limited to Glomdoring. Every warrior, every druid, every monk in the game can make you bleed. It's just that whenever you bleed around Glomdoring, you bleed more and consequences are even more dire. So this is already a problematic design flaw, as you can see. Not only Bleeding is a vital pressure that is never useless to have on your target. It also can enable for anyone and anything to kill your target faster, by design. And losing mana to clotting is still very beneficial to Glomdoring as they have the powerhouse of Shadowdancers that can instantly kill anyone below %50 of their mana pool with Toadcurse.
Let's take a quick look at Harbingers' Shadowbeat skillset, bard archetype from Glomdoring.
This means whenever you clot, you lose double the mana or whenever a Shadowdancer uses twists, you lose double the mana.)<h2>BloodyCaps</h2>Any enemy who hears this sound will begin to bleed profusely.<br><h2>Shadowpulse</h2>Personal enemies who hear this haunting tune will find their heartrate increased dramatically, causing additional bleeding damage. In addition, those who bleed profusely will find the melody freeze their blood, causing paralysis.<br><h2>SlaughFest</h2>Barghests, redcaps and slaugh who hear this music will be driven into a frenzy and attack faster than they normally would.<br><h2>NightshadeBlues</h2>Those enemies who hear this sad melody will find that most things that causes their mana to go down will cost twice as much. (
Glomdoring Bards, have 2 songs that directly buff the bleeding damage and amount and another one to increase the mana drain that can potentially come from clotting to enable Shadowdancers. And another one to directly increase the manadrain a Shadowdancer's ents are doing. And if you didn't know how bards function, those songs can be used together, and they actually stack on top of each other. Although I am not sure if they stack with different Harbinger bards, I think they probably do not though. Okay comparing those 4 songs to Hallifax. We've one song, that adds one stack of Timewarp and does little to heavy damage, it scales. And Gaudiguch also has a single song that only does mana and ego damage, which also scales. There're already 3 songs worth difference for us to enable our Guardian archetypes. And that's between the three orgs that thematically have synergies. It's even worse for the rest on that regard.
And Glomdoring monks, Nekotai does have stances to cause more bleeding, et cetera. I do not wish to bore you to death with details, but I want to paint a clear picture where this parity can be observed easily.
Now Poisons for Glomdoring. This will be short. Remember the IRE Combat code. Yeah, Bleeding was feeding the vitals end, now Poison synergy is feeding the affliction stacking end. Now maybe in the past it wasn't actually a huge deal, I do not know. But I feel like, with the new monks potentially throwing off 10 afflictions in one balance. I think every single extra affliction on your target matters. If a Nekotai monk, A Blacktalon druid and a Harbinger fights a Shofangi monk, a Hartstone druid and a Spiritsinger bard. The Glomdoring group can do 3 extra afflictions, without even spending anything, just passively, to their targets. And that's because of the extra passive affliction capability that comes from poison synergy each of those classes have in their skillsets in opposition to their counterparts. And yes, it does actually matter. It matters so very much, if it doesn't, then ask the current high-tier monks why they are using their Beasts to spit, or why do Ascendant monks benefit more from two affliction spitting at once beasts more. This is a very clear cut, offensive advantage that stacks just too well. Yes, Serenwilde at the same time has access to pathtwist, stagtotem in that scenario. But eh... Their usefulness are a bit niche, just utility advantage, if not blatantly useless in today's combat.
So, these are just synergies. But there're other certain advantages to combat tools that Glomdoring has. To my game knowledge, Glomdoring skillsets have the two most fool-proof, least effort-most success aliases coded in the game. In other words, easier to get into combat skills, just spam this forever and you win abilities.
One of them being twist. You just spam a single alias, it drains vitals, is one of the strongest hinders in the game and it progresses towards your kill method. All in one pack. Just earlier today, while I was reading Aetolia Forums for their class balance (because I'm kind of pondering where to go), and I saw someone stating this:
S Tier - Luminary, your hinder is your kill path.
Okay now that does remind of an ability! Albeit, Toad is the actual kill method, twist is still the path to that ender. And it does everything else that's possible to do, as well.
The other skill is Noose, for wyrdenwoods. We've all been novices at one point or another and people kindly adviced to us that we should just have an entangling enchantment so we could spam it on their targets. Or using our bashing attacks on them to help out with the damage. We chose one way and then went with it right? Well! Glomdoring Wyrdenwood novices did not, I assure you! And that's not even the full extend of what Noose is capable of.
So Noose: A regular 2.5s to 3s balance attack, if I recall correct. That entangles your target, while doing a moderate (Roughly 1.2k to 1.5k) %50 cutting, %50 asphyxiation health damage. )Very much like a bashing attack) That costs no power at all, that has no cooldown at all. It also does Bleeding, obviously since Wyrdenwoods are in Glomdoring, duh. And the best part is here... They can also throw either one Rune (Either an affliction or %25 of your maximum mana (Haegl), or Rad Rune) or two Runes for the cost of very cheap 1 power only. OR even better! If the Wyrdenwood is a Dreamweaver that can attach a Blackout mote and the Wyrdenwood can spam a Blackout+Entangle+Health Damage+A bit bleeding for no power cost at all! Note that simply applying blackout on someone costs 3 power for Shofangi. But that's noose for you, grab a novice by hand if they are on entangle spamming duty and tell them that "They can do so much more." Do it today. As a former Glomdoring Envoy has stated once:
(
https://forums.lusternia.com/discussion/comment/183650#Comment_183650)January, 2018 -
Moi said:
I'm planning to ask for a Noose nerf when the Mage/Chemwood Special report comes around. Entangle + runes/motes + damage + bleed is obviously bonkers.
So I do not know what happened to Noose, or if there were truly an effort to change it. But there it is.
So the numbers, the situation. Thank you for reading this far, honestly. But I think this isn't where it ends with Glomdoring. No, and I'm afraid this might be where it gets a bit more personal. If these were the problems, and they mechanically are, in my opinion. These could be fixed. Very easily too. The question is, why aren't they resolved? We're in 2019 for God's sake? Why have all the people given up trying to touch your skillset?. I've read it multiple times from Xenthos' own words. That he believes the players using the skillsets should have more of a say in what happens to their skillsets. Yes, I understand that. And they should. But why didn't the players using those skillsets do something about their own abilities? Why is the game still in this place? Is this seriously not an indicator that something is obviously wrong that most people you've played against are gone? The ones those are still playing against you are slowly but surely getting jaded? And it's completely unimaginable for me to grasp the logic that Veyils advocates,"The game is fun, you guys aren't trying enough and being negative to each other. That's the only problem." Well to that argument, I honestly have no words against. Throw everything out of the window and everyone should retire to Starmourn.
The last argument will be that Admins have a Glomdoring bias, some people share. I just very recently read a comment:
The bias towards Glomdoring has been present for years, in every instance that I've managed to convince myself to try Lusternia again (and again, and again). It's going to continue to be present, and its presence will continue to be denied.
I don't want to believe this is true. And this is honestly very hard to accept as a player, to state that's what they truly believe about a game they're invested in. But I did feel and I still occassionally feel sympathetic to this idea. Despite I don't know who they are, and that I've never interacted with this person not even once. The thing is it's like, I've a long memory of events that were left for administrators to decide, and they... Well, let's just say they were decided in Glom-favor. But I've also grown an administrator allergy in this game with some very good reasons as well, I am very sensitive about when and how I get scolded. Because it happened so many times, whereas certain individuals got away with everything they've done in the game and out of it. I'm sorry
@Orael for backlashing at you like that in a passive-aggressive manner in that other thread. But I just can not overlook how much de-rail Veyils can do and get away with it and only when I finally respond and call him out on that, it's that point we're being reminded we're going off-topic. Deepdown I truly hope I'm just being immature, and over-sensitive, but yeah, there's that too.
Who am I?
Hi, I'm the player of Saz. I haven't played the game for a minimum of 6 months at least, despite I still login, I can not say that I still play nor that I am up-to-date with the most recent developments. My character had always been on the receiving end of Glomdoring, going back to days when he was in Serenwilde. Countless hours of raids, practically always an antagonist to my protagonist during my entire time in Lusternia. Which wasn't "always" a bad thing since I used to enjoy combat, it was just getting tiresome after a while. So yes, I'm potentially (highly) biased about your org. But guess what? I think I'm well within my rights to call myself experienced about you guys and your arsenal as well. But I will try to limit it to numbers and objective facts so this post, if not this thread, can be more understandable for casual reader and therefore more people can realize the situation with Glomdoring.
Comments
At one point a year or three ago, I rolled a character in Glomdoring named Kraw, a Nekotai. I invested a middling amount of credits into him and used him mostly for hunting therapy, IE bashing to relieve stress.
I approached an older member of Glomdoring (who was a really good Nekotai in the past) via Discord and asked if he could put together some pvp forms for me. After looking at the skills which had changed while he wasn't playing, he gave me five forms, as well as the form for the instakill. For the next several months, I used only those forms, pretty much pvping by hitting k1-k2-k3-k4-k5, and probably 95% of the time, the person bled to death/got instakilled, or ran away. During that time, I won pretty much any 1v1 aside from a few players who were known to be top tier. Not artifacted, not omnitrans, just a good skillset that works well with the others around it.
It got boring. Serenwilde and whoever their allies were automatically focused me in fights, people would constantly try to jump me (and fail) during hunting, and I pretty much did what I wanted. I ended up retiring him because I didn't want to have such an easy button. Everything I did fed other people's kills, and vice versa.
Kraw was a monk pre monk overhaul and before monks got a damage nerf. People generally considered all monks fairly op at that time.
EDIT: If you want to go into a detailed review of how an org synergy works and how they can get great kills send me a PM and I'll walk you though the various classes Shaddus. Saz you've also made a few points on abilities that have been changed since. You may need to go and review the skillsets before you assess them like this.
That's an easy one to answer. You stack dust afflictions. Stacking dust causes deathmark to cure slower. I'm always happy to give combat advice to people.
-Kilian
One of the major points in the thread was comparing the synergy of the orgs. It seems prudent to correct the errors the original poster has posted in regards to that and how they failed to notice synergy in the other orgs.
As to it being a major point the poster bolds synergy and spends a paragraph giving a summary of other orgs.
If the original poster wants to bring up other orgs to compare then it stands to reason what we should be able to point out the errors in his post when he talks about other orgs
Mag has synergy. It's just not as deeply rooted as yours is, and the fact that it does have synergy doesn't make yours any less potent or viable. It also hasn't had that synergy for as long as Glomdoring has, nor as much time to build up competent players relying on that synergy.
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A common bard tactic is using m6 to drain mana/ego under manabarbs/egovice. No other org in the game benefits from this as much as Glomdoring does, because Glomdoring's array of skillsets are based on draining mana/bleeding for the most part.
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No other druid/wood besides Glomdoring's feeds into their other classes' skillsets, either. Unless it's been changed, blacktalon skills (mostly Crow, but melding as well) and wyrdenwood skills all cause heavy bleeding, and wyrdenwood even heal off of local bleeding, further enhancing their survivability.
Meanwhile, Geomancer melds prone and blind which I suppose helps monks and warrior. Geochems have a fume that drains a minor amount of health, three other fumes which cause paranoia/pox/asthma, and bombs which do commonly resisted damage types, and their trans skill hurts people holding their breath
Very little synergy in the last set. At one point, Magnagora's thing was large amounts of damage. With the introduction of "everyone gets illself and vitality", it's just not viable anymore, and any time we try to buff it, people point back at what Mag used to be and tell us that we don't need buffs.
I was pointing out to Saz he was incorrect about Mag not having synergy at all. His quote was
```Celest, correct me if I'm wrong, has no org-wide synergy focus that every single class can contribute to.
I agreed with his assessment on Celest not having any synergy. But its clearly wrong that Mag has no synergy. They have had a special report to update their classes and to give them synergy, possible this happend after Saz quit playing.
The second major point he's incorrect about is twist. It doesn't work as he described it. Again theres been a special report on it since Saz quit playing.
He's making numerous points that are incorrect and its necessary to point them out.
I think the big point is the bolded bit.
Continuing to point out how they are wrong and they just need to 'git gud' is exactly the issue people are complaining about in the 'Why are people leaving' thread. That's exactly what you're doing by discussing Magnagora synergy rather than Glomdoring synergy.
I'm trying to direct the conversation to something productive rather than just continuing down the same path with the same result.
I don't think that's too much to ask here.
Bards, mages, warriors, monks and guardians can all contribute to mags group synergy.
Deathmark is a kill strategy because it facilitates crux/sac.
Where's the synergy if we have a monk, bard and geo? If that's the argument.
Anyway as Orael said, this sort of thing really doesn't help, at all. 'We're not OP because you have X' I think everyone is pretty universally fed up with it.
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I'm going to try and summarize my opinion on this, we had a long talk on the discord on the subject and I don't necessarily want to fully rehash without a chance to sit down and plan - but who knows when this will get locked so here we goooooooo.
When I say "Glomdoring" I mean exactly that, the organization as an institution. I do not mean "all of the players in Glom" or "Some notable players who play Glom". Not just to try and skirt forum rules or whatever, really: Glomdoring as a stand in for a culture exemplified there. I will specify when I'm talking about specific people or "those people" in a general sense, as culture is like the wind in that you can only see its effects as expressed by how it moves.
Glom has a culture that promotes certain types of rhetoric from its prominent players, that has spread through the Glom diaspora via players who would still be identified primarily as "Gloms" even after leaving to allied nations. It's one that ultimately is in ascendancy overall in the Real World as well, and has to do (I won't go into too much detail because it's long) with forced optimism and positivity as a moral stance.
Read the forums and you see prominent Gloms using rhetoric espousing this philosophy. In short I will try to sum it up:
-Remain positive
-Even if you are presenting critique
-Even if you are being attacked, take the high road
-Success comes if you are positive, success in gameplay and in balance changes.
-If you are failing therefore,it is (at least in part) because you were insufficiently positive
With the exception of the final point, these are all reasonable sounding axioms, and in general can be taken as a good ethos. The problem is that speech is not inherently neutral, it is an ACT embedded in context and inextricable with it. In other words: while possibly correct, bringing up an argument about the tone in which a position is being presented has a purpose, and that purpose in Lusternia is inevitably to pull the conversation away from the meat of the discussion at hand. An argument about pointing out the positivity or lack thereof of an argument is tone policing, a form of ad hominem... but ad hominems aren't bad per se.
Gasp, you read that correctly: Ad hominem's aren't necessarily bad... in fact, I think that they're necessary to some degree for a useful discussion! This is the case will all of the related fallacies, actually. A blind appeal to authority is bad, but at the end of the day it's not reasonable to explain to the degree of educating all participants to the same level, it's okay to have experts weigh in and appeal to their authority. Likewise, it's okay - necessary even - to invoke a genetic fallacy or two! In the thread about artifacts @Shaddusbegan interjecting with what (by their own account) were non-serious statements. From then out, it's probably safe to discount their statements: someone just wanting to stir the pot will say anything. The point of this digression is that you have to look at the impact of speech with an eye towards its utility, not just its form.
Back to Glomdoring. Part of what riles people up so much are statements to the effect of: "Your points didn't have impact because they were so negative; don't resort to personal attacks." Which is an ad hominem tone policing argument against said points in practical terms, while at the very same time asserting avoiding ad hominem attacks as an absolute good. What is the utility of this rhetoric? Well, in a niche community with a statistically super high population of relatively outcast people, it's to jam a massive thumb in everyone else's eye, even while the last point on my bullet points slaps everyone around. We can see pretty categorically that the majority of threads that get closed, the beginning of the end starts when this rhetoric is trotted out, and ends with it from administration.
Which comes to administration. There IS a "Glom bias". What I do not think there is, is a system of "I like Glomdoring's lore/players/admins/skills/design/npcs, and this player is from Glom and so I will listen to them". Possibly in very isolated situations, but come on. What I think is a better lens with which to view this is to take the (shoddy) rhetorical analysis above and think about what its ultimate effects are. Basically, Glom players philosophical rhetoric ingratiates them (or better put, ingratiated) them with administration by aligning their goals with those of the admin team. Some mistake is made with the release of a thing, there is player outcry, some players come in and say something to the effect of "Well we should critique this, but why can't we be more positive and friendly about it". This does two things: A) has the effect of shutting down the content argument, shifting the conversation to a form argument, and mollifies the sensibilities of administration. After all, they aren't 'shutting down discussion', they're insisting on "doing it the right way", even if the net effect is still for the discussion to end.
How do we get from there to a systemic Glom bias instead of just a bias towards "some glom players"? Players with this sort of attitude pass through the ephemeral process more easily, while others become increasingly frustrated with the inherent contradiction even if, or especially if, they can't put their finger on why it bothers them so much. This, the makeup of the administrative team shifts. Just as players clearly self-segregate over time and form pretty resilient org philosophies, regardless of the generally shifting populations, the admin team too forms a general culture that persists and self-selects. That culture and Glom's align, thus the "Glom ethos" tends to 'catch more flies'. This isn't a natural and inviolate law of the universe, it's the direct result of choices made by individuals, and shaped by the constraints/policies provided. It's fixable, but you have to want to fix it.
PS:
Positivity culture and corporate optimism overall is very bad and highly ascendant IRL too, which is part of why it's so dominant here. Google for articles or I can add them tomorrow, have a dinner date to go to.