One of a small series of threads, wherein I wish to address the game's general imbalance in a way that will better benefit all with bringing a given org's group combat synergy into a better, more even keel. Glomdoring is known for having great synergy in combat, as most if not all of their classes have strong means to push for and support the application of a given affliction combo that will drive hard for ease of killing across the board. That being a synergy between Bleed and thus Mana pressure, leading to either death from the initial aff if not cured, or death to rapid toading if it is.
Serenwilde (pulling from my comment from a prior thread that got this started)
Serenwilde. Ah Serenwilde. There was a time we saw a Seren meld, EVEN with Glomdoring's budding reworks that got them out of the former ditch of uselessness they used to be stuck in, into the powerhouse they are now...that we feared to engage. The biggest strength was honestly Sap+passive paralysis granted by the Hartstone meld+Druid beast inherent being an active knockup 1/10s that can work mid-tic for Treelife letting their Druids actually work on the Sap focus that Glommie druids just cannot do the same level of focus despite also having Sap. Split teams, one on the ground, one in the trees to 'catch' the target and apply the Sap, absolutely brutal. Once Paralysis got its hit, no longer stopping all actions till cured, only affecting movement attempts to escape rather than Cleanse, curing, counter-hindering etc it used to...Sap became far less biting though still a potent tool in the Druids arsenal. Mutterings that Sap is to be eventually removed entirely however, forced a lot of the old combatants to try and find SOME way to compensate and not coming up with much, with the current build available. Mage rework will hopefully resolve this, so...till then. However, synergy? There really isn't any. Shofangi are arguably one of the stronger Monk builds, able to grapple and hinder-prone a target with the most effective outside of Nekotai's double leg break at base, but able to do so without Power use. Moondancers are a weaker version of Shadowdancers as they currently stand despite sharing a lot of the same fae...Wane just not having the same potency as current Choke for instance, and more conditional restrictions. Rest of it comes off as bland, general classes with no real 'vision' for what to aim for as a collective group.
@Feyr,
@Enyalida, and ironically
@Avurekhos can discuss specifics for what I am missing in this, and perhaps suggestions to reverse this snowballing effect detracting for the Serenwilde.
From this we can move forward, with the various issues pointed out, on how best to address them, moving forward. Constructive disagreements and discussion is welcome, but as always keep it civil. And do NOT namedrop anyone in particular as a specific problem, or derail this attempt. This is a matter important to the general health and well-being of the game as a whole.
Comments
Here's what I have, I'm missing the Crone for Moondancers.
You're missing luminosity in all of the Nature classes, and more directly in Wildewood who give it passively 50% of their ticks. Wildewoods also give clumsiness on branches.
The big problem with Serenwilde is that it has exactly one path to a kill: toad via a short window of mental affliction spam to drain with succumb. All of the classes either have very long term kill goals (warriors, bards), focus on an entirely different path to a kill (Shofangi), or have no path towards any strategic kill (Hartstone/Wildewood) once things like sap are fixed/removed or against people not using SSC. Setting aside wildcards like dproph of course.
Every class does its own thing entirely, tends towards the longer side of building up effects (which is useless in the meta), and doesn't measure up even WHEN the long setup is complete. My off the cuff opinion is that five of the six classes (all but Shofangi) of Serenwilde need bottom up, fundamental rewrites and that no other fixes will be sufficient to get things on track in a meaningful way.
But the game moved on, and these skills got patched in wildly different directions, but the skillsets that depended on them never really moved on. There's just so much piled on optimization in different directions at this point that the slate needs to be wiped clean. Unlike other orgs, I don't think there's really a solid, unique, and useful jumping off point either because it's all just so scattered. You look at Mag and can say "Okay, plague. Deathmarks. These are quintisentially Magnagoran themes and mechanical conceits, let's go from there." That just... doesn't exist for Serenwilde, making it hard as a player to pick a direction to go.
And again, from what I've been advised from envoys involved in the discussions the overhaul for Hartstone is/was intended to be significant enough that it could provide a basis for org-wide synergy moving forward. Such as taking allergies and reworking it significantly into something that is Seren specific and intractable by all of the forests classes.
Plagues and deathmarks are not even kill avenues, why do people keep insisting they are? Also, this is about Seren, you wanna talk about that 'synergy' do it in Mag thread, please.
I'm not insisting they're kill avenues. I'm saying exactly what I said: they are "quintessentially Magnagoran themes and mechanical conceits" that can provide guidance in a time like this as to a potential thematic direction to take discussion. There's no core Serenwilde mechanical idea.
There's a few ways to mechanically utilise this, something that slowly gets worse as it builds up, something you consume to cause certain effects, etc. For example, if you build up enough you could turn into a shape similar to what we've seen a druid utilising during the Nature Wars (kinda Viridian like). There was also some discussion on inverting that into a rage themed mechanic, or having both, which leads towards a relatively common "overheat" mechanic where you build up a resource and need to keep it in a certain range for maximum effect, going too high screws you up a bit while staying too low means you're less effective.
edit: It's really just an extrapolation of some stuff we've seen a few times in visions and the like, it's also generally fitting with lore concepts already present particularly a recurring in Crone, Buck, Winter, and the like .
Stag has an instakill, which (Evidently?) some argue is the best one in the game for groups.
We also already have significant concepts along the themes of the fae, ancestors, seasons, and so on already present in our skills, they're part of the reason for the guilds we now have.
Also echoing, what's the synergy between Wildewood? Succumb? Last I was asking about it the best a wildewood can contribute is breaking bones to keep people in place. The WW massive damage bomb is also based on primarily physical stuff which, MDs don't seem to really be able to help with.
EDIT: Also, Bluehorn in Wildewood doesn't deal succumb. It does a one off mana drain and asthma.
You're seemingly suggesting that we should consider building our synergy in line with the key theme of one of our guilds without any consideration for the other two.
-Kilian
Now your are getting your back up because it's being pointed out that your idea is so reductive to our identity that two thirds of the org wouldn't have any real connection to what you are suggesting.
In both this and the Timequake thread you seem far more interested in being able to one day claim responsibility for being the one to fix things, which then results in you aggressively posting against people who dislike your ideas and point out flaws in them.
If you cannot deal with experienced Serens coming in and telling you that your ideas don't actually work within the context of the forest then your "help" in brainstorming will only prove to be a distraction. If you are going to listen when people say "hey, that doesn't actually work lore wise" or similar then your comments might actually become helpful.
If you honestly think I'm here working my ass off to improve this game is just to be able to take credit, that says way more about you than it ever will me. Also, if you take my posts as aggressive and just trying to point out flaws, also says more about you. Tacked on that, you think I'm going to actually follow up on it and hound people because it wasn't my idea?
Lastly, if we're going to be talking about experienced Serens, there's a reason people were mentioned. Lore is great and all, but this isn't about lore, it's about combat. If we're going to make combat synergies that are org-themed and related, then everybody needs to lose their plague affs because that's Mag! Tangent aside, the one thing you've offered up is allergies but that is still locked to Hartstone proper, and not the org. Unless you're going to also suggest that each of these classes gets a way to generate and use these allergies, then nothing has been started.
Oh the idea was to implement the concept and then move on to giving the other classes ways to interact with the same concept. Starting point was the melder overhaul cause the opportunity was there, over time it'd be expanded so that each class would be able to utilise it in some fashion so that it wouldn't just be a HS thing eventually.
Enemies also don't need to be in the forest to provoke it's ire, I think it'd be more effective for a HS if you're in their meld. But with the right phrasing it can also be like... maybe a SS's songs remind the forest of the transgressions of the targets lineage or the like.
Part of the idea for having two sides (self and targeted) was also the potential to have transfers between the two. So like, the shofangi might go berserk with the self side and can leech some of the targeted effect to enhance that.
Would it be necessary to have two sides to accomplish this effect?
Consider a target who has really annoyed the forest and has a lot of stacks of this aff. Perhaps now they are getting entangled regularly, finds it hard to writhe let alone leave the room, AND the shofangi attacking them has a reasonable balance buff and does a bit more damage? Taking it one step further, perhaps the shofangi could then consume some of that to (or even just passively) give the target more hemorrhaging and the ancestors have been roused to the point where the spiritsinger's deathsong is actually quicker than usual. Alright, that last one might be a bit extreme, but you get the idea.
Feel free to ignore me if it is a bad idea, I am just throwing it out there for discussion.
That post was up for an hour before you made a two(?) line post saying we should focus on Ancestors, perhaps you need to refresh more often.
Yes, Ancestors are unique to Serenwilde, that does not make them the only unique thing to Serenwilde and they already are pretty well featured within our skills already.
Again, you seem only interested in pushing your ideas and not actually working with the other people trying to participate, as with the Timequake thread. (Read over it again, see how often you actually even acknowledge alternative ideas when you already had one posted, or adjust your ideas based on the responses of other people)
Yeah that was kinda the expectation, certain abilities would "assuage the ire of the forest". And I guess part of the reason for having the two is there's some neat things you can do with that.
So like, if HS had a "Enraged" mode maybe they can enter that by consuming the ire on their target and convert it into rage on themselves, but duration could be relative to the strength of the ire they'd built so it's on a timer.
Maybe MDs instead "invoke crone" needing to use generators and consumers to keep them attuned just right so they don't let their rage slip or become consumed by Mother Moons cold fury, maybe they have abilities which generate low levels of ire that they can convert that into rage, but when other Serens are generating ire for them they have a pool they can just be drawing from but one which means the other serens are less likely to be able to use their rage stuff.