https://ada-young.appspot.com/pastebin/Opx-gTwlAnyone able to look at the second half of this and tell me what went wrong? It looks like AC stopped trying to heal vitals entirely, even after curing anorexia.
Also, the following is from one person, because Enadonella was mazed:
https://ada-young.appspot.com/pastebin/DoqDB13zWhy are Asthma and Aeon able to be given so quickly in this instance?
Her voice firm and commanding, Terentia, the Even Bladed says to you, "You have kept your oath to Me, Parhelion. You have sworn to maintain Justice in these troubled times."
Yet if a boon be granted me, unworthy as I am, let it be for a steady hand with a clear eye and a fury most inflaming.
Comments
Only real way to fight a shadowdancer is hitting them (since Aeon no longer effects offensive actions, only movement and curing) with disloyalty, or killing their ents. I'd start with the banshee as that's the main mana and health drainer, then redcap as they'll bleed you out and if you cure the bleeding you'll still drain mana fast. Hinder them if you can, breaking arms works best. But no ents, if they're fighting solo, you can at least fight on even ground and they have to expend Power to resummon the mobs slain before leaning back on Aeon again...giving you the needed room to cure the rest of the affs piled on you in the interim.
As to why it'd not cure, SSC isn't all that great vs aeon, blackout or impalements still. May need to code a separate bit of reflexes on your client side to deal with those instances, getting back to where you can cure via SSC. DIAGNOSE after blackout may be required, writhing reflexes on your end, and sending to pause SSC during aeon and track both aeon and asthma, focusing asthma if you have it, else curing aeon immediately. Sip quicksilver soon as you cure it, then turn SSC back on in the same reflex. About what is required at this point till it can be improved upon I suppose.
In before comments fighting that the new Choke is at all required. Don't care, it's really not, and has only resulted in being spammed by people that go SD JUST to spam it and nothing else, because of how damned fast and effective it is. If there was a Power cost, or you had to wait till you had their shadow or something, there'd be a bit more balance to it, but as it stands, there's no real valid argument given that will convince anyone not of Glom of its necessity.
That's a question we're all wondering.
After doing 4 twists the shadowdancer can simply, in a single balance after prepping your quicksilver, both apply asthma, and aeon. They can additionally also spit chansu for a chance of landing anorexia.
Once they have gotten you to 4 twists with the shadow, in addition to instantly providing asthma, you will again be hit with asthma every 2.5 seconds. Given that shadowdancers also have anorexia, and asthma, alongside active 3s(?) balance aeon in their secondary skillset means that you can't really do anything about it once they get there. You can't really stop the person from twisting you since they have a wonderhorn. If you actively attempt to hinder them they'll recover balance and twist you again before you can hinder them again. The only real counter you have, if you're trying to avoid the twist is to run around like a headless chicken, ensure you have more celerity than your opponent, and have already killed the pidgwidgeon.
So, in this instance, you have to have killed them before they get to 4 twists + 1 choke. Avurekhos' tackle was good, but also stunned you and reset your aeon cure balance expense.
In my opinion, Shadowdancers should have choke extended to 4-4.5s, or/and lose both access to active aeon/asthma, and anorexia. Twist should also move to stupidity/hallucinations and not remain asthma. Having in-line access to aeon and tertiary hexes should really force you to make the hexes choice to pursue the level of aeon perpetuation Shadowdancers have in Night.
Additionally, there's no reason unravel is a free balance when you can time it to a static pulse ala aeonfield.
Edit: I do agree that being able to queue up balanceless non-RNG asthma, and aeon in one go is something that is available to no other class in its primary skill, not even aeonics. I'm not entirely sure that it can be justified given how potent aeon-asthma is against SSC.
The big key was that because aeon only effects curing/defensive actions, the target could offensively hinder and break up the aeon chaining to get out of it. Again, this was in testing, and wasn't really group testing (though if I remember correctly, it was tested with HB as well).
As an aside - making statements like 'In before comments fighting that the new Choke is at all required. Don't care, it's really not, and has only resulted in being spammed by people that go SD JUST to spam it and nothing else, because of how damned fast and effective it is. If there was a Power cost, or you had to wait till you had their shadow or something, there'd be a bit more balance to it, but as it stands, there's no real valid argument given that will convince anyone not of Glom of its necessity.' just precludes that there will be no productive conversation, even when you have no way to back up the claim that it isn't needed.
If you want to have a productive conversation about this, you need to discuss it in the same good faith you expect from others.
In regards to what you should have done at that point in unravel, I don't think I can give you an honest answer as to the best thing you could have done.
Anyway, hit ents first. Banshee redcap pooka slaugh barghest brownie nymph pigwidgeon is my prio list, although that probably depends on your own class.
The SD would either try to keep aeon spamming (putting off resummoning for later), or start resummoning immediately. The former situation is better for you, since when they start resummoning, it gives you a window to start your own offense. The latter would just grind to an attrition war.
Accountability is necessary.
Yeah, it's definitely a self-fulfilling prophecy. You don't think anything's going to get done, so you're not willing to listen to the other side, and in turn, they aren't willing to listen to you and in the end, nothing does get done and then you just say 'see, nothing's getting done.' Keep on keeping on I guess?
I'll throw this out here, Anyone that wants to prove that SD's do not require aeon to toad people is more than welcome to hop on my test server to demonstrate that. Just message me in game and I'll give you the server details. Here is your opportunity to back up what you're saying with action.
To re-iterate, this was tested by players prior to release and was found to be needed. I'll be the first to admit the testing wasn't exhaustive but it was pretty thorough and multiple avenues were tried. It's very possible something was missed during testing that changes things up, or something just wasn't realized, remembered or noticed, but it wasn't something that was just slipped through as is being implied.
Glomdoring, which is widely considered to have the superior skill sets, gets buffs, needed or not. They get the admin attention to fix their boo-boos.
I don't see that happening to other orgs. Institute researchers got a huge rework but nothing that really fixed what's lacking, overall, in Hallifax: synergy.
Mag is fine because dustaffs. Still laughing hard about that.
Serenwilde is also this hidden nuclear gem, we're all just too stupid to see it. Sure.
I don't need to go on to illustrate my point. This is exactly why the rest of the playerbase turns up its nose at Glomdoring, and why there's so little trust on the admin team.
Furthermore, stating that it's somehow our duty to come up with ways to fix the game is ludicrous. Sure, we'll help out and add suggestions when we have it. But that's not our job. It's yours. The responsibility is not on us to fix the game.
The situation further deteriorates when the Glomdoring players insist that nothing is wrong, that nothing needs to change with other orgs' skillsets, and the admin team isn't really doing anything to counteract that. Nope, they actually go ahead and send more cookies Glom's way. And you wonder why the rest of the game has pretty much given up on fighting.
Ridiculous.
Accountability is necessary.
- A confused old player
If the plan is to design skillsets to be able to get kills, without concerns of group combat and without relying on the tertiaries to function, then honestly Night sounds perfect and every other skillset in the game should get elevated to that point. If that's the route the game is taking, I've no objections.
Looking at the log above, a Shadowdancer can get someone into toad zone, while also crippling the target's curing by using twists and newchoke alone, right? I'm very curious to hear about how a Moondancer can do that. Sure let's throw away the aeon+asthma+anorexia pseudolock in a trade of succumb's raw burst power (Which isn't even fair, imho). But even then, Succumb and Dark's combined mana pressure isn't anywhere close to get anyone to %80 mana. No one is going to die to that not unless they sit still and turn off their curing. Are there any plans for Moon get a burst of mental afflictions in the skillset to stop relying on Hexes to get toads in the same sense that Night itself does the work?
-Kilian
The researcher rework actually brought in a lot more synergy (steam affs and timewarp), I'm not sure why you would (or could really) say otherwise. Hallifax players, in general, seem to really appreciate it overall. I'm not sure how you can justify that position? They got 'admin attention to fix their boo-boos' too.
The twist rework was a direct result of the admin trying to address things and make them better, but we're also not interested in neutering them completely. It was player tested, by players from all orgs, and while there were still some concerns going in, we felt it was in a pretty good spot. We addressed two of the major complaints. The twisting AND afflicting mechanic as well as a lack of telegraphing. Those are all changed, you cannot afflict and twist, and it's pretty well telegraphed. Glomdoring was in and agreed to these changes. Is it perfect? No, but nothing is. I do think they are in a better spot than they were. Maybe they still need more tweaking and adjusting sure, I can get on board with that, but it needs to come from a place that isn't 'They don't need aeon and you can't convince me otherwise' and a position from 'here's why they don't need aeon and let me demonstrate' . Hence my willingness to let you demonstrate.
If you just want to complain, then feel free I guess, but I'm giving you an opportunity to back up some of the positions. Your choice at this point.
-Kilian
I thought choke was aeon tarot bal. Is that not the case? base 3s? (I may be misinterpreting some posts, it sounds like people are saying it might be base 2.5?).
@Choros some thoughts:
- Can't tell if you have one, but if not: get a truetime enchantment, will help a lot when you're looking to fit actions in between the stuns. The tackle was a good idea but really set you back in this particular case (since it let her slip in the anorexia) but in most situations it'll be a noticeable boost.
- Green on anorexia/asthma/aeon, that's a really bad place to be with the shadow unravelling but you've got good odds of hitting key affs (and even if you don't it'll make it less clear to the sd what you do have and introducing error at this phase is good for you).
- Don't springup/stand in aeon, already mentioned I think.
- What's the steam spam about? Not an issue but kind of weird.
Much as I would love to suggest removing the quick and easy aeon spamming via Choke entirely as unnecessary....I am not the sort to care to nerf people. And Aeon IS a strong affliction so can see why they'd argue its necessity. The ISSUE...isn't entirely that they have it now. It's that it's faster than everything else, even Hallifax's doling out of the aff outside of heavy timewarp that has a small chance to proc it....and can be spammed without much concern over and over and again with Ents going full tilt, to say nothing of mutiple SDs and/or their allies piling on more.
The suggestion of a slight Power cost to mitigate its overuse so that it's not literally the ONLY skill pumped out during combat...solo or group...or increasing the balance time to reflect the fact you're casting time magic and that the extra time the target has to contend with under aeon can be thus validated as coming from somewhere, given RPwise...spirit magic is all about equal exchanges with unforeseen costs associated.
Would you say that would be more fair, than the current situation everyone that is NOT of Glomdoring has voiced as the problem with it? And yes, I realize this can be then turned into a report to be addressed....whenever the new system allows such to funnel through, minimum time till admin viewing is about a month isn't it? But that's fine, as long as such can be addressed at all is the point.
And vitals synergy (which is what Glom has; mana) will always trump affs synergy (everyone else). So when I say Hallifax is still lacking in the synergy department, I mean that, overall, whatever flimsy synergy that Hallifax has will continue to be lacking so long as it's rooted in affs, when one org's synergy is rooted in vitals.
What I don't understand is why all the other orgs are chained to their second-tier aff synergy (if you can even call it that), while Glomdoring gets to keep its easy-peasy vitals synergy.
No amount of "understanding the mechanics" or "learning your class" will fix that. You can't win a race on foot when your opponent gets to use a motorbike, no matter how good your feet are.
Accountability is necessary.
And Celest honestly has awesome strength to build for Ego kills, Aquachems are insane with how their passives ALL acclimate for the DW to get the kill so easily. Was a real problem dealing with them, just fortunate no one wants to play a serious Celestine and only go it for the cheese...lack of balance of PK and RP usually almost always ends up with people quitting after a while.
But yes, in general the synergy is based around aff application, which will NOT get the kill on its own, whereas the infamous bleed mechanic will kill you all on its own. So the complaint is a legit one...but stripping bleed from Glom would be a whole can of worms opened, sadly. I agree that their skills are overtuned...that Nekotai double legbreak at BASE (so 0s in, you're proned and can be kept prone for the rest of the fight if they wanted, that Nekotai won't get the kill, but anyone else with them absolutely will, if bleed/bruising doesn't take you out), new Choke spammed without Power cost and coming from multiple sources every balance, every bleed source stacking resulting in PBs getting their double to bleeding sources nerfed because of the oversight (poor Marcella...what was it, 34k bleed in a few seconds?)...aye. BUT, before about a year and a half, two years ago, their skills ALL were horridly weak, though a lot of it was people being actively driven away from the commune before they were told to be less selective. Then the MKO meltdown had a huge influx, bam. People in droves flooded in, and that provided a good stimulus to get skills fixed properly.
Issues after with individuals behavior...well. Everyone knows how it's been, no need to dredge that up more, it's a given fact by this point. But I honestly cannot fault Glomdoring for gaining and doing all they can to keep the strength of mechanics they now possess. I just want everyone ELSE enhanced to level things, and slight tweaks to keep them from being overbearing.
Hell, from an RP standpoint, a forest SHOULD be one of the powerhouses of the game. Spirit power is not a force you mess with lightly in lore, that Glom's is dark and twisted? Makes sense then they get the razor's edge on things. Just...tone it down enough to give everyone else a fighting chance is what we all honestly want. Agreed?
Now that I had some sleep, it comes to mind too that, astrologist have access to asthma via papaxi(?) and aeon via aapek when the stars right, and can be worse if antlers are positive. So that is likely something to let sink in the scheme of things with free aeon/asthma and spam access via hexes/astrology.
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