Once again, I'm reaching out to you guys to brainstorm the research project powers! Below is a summary of what's being discussed currently based on some ideas from
@Lycidas. I'm not necessarily on board with everything below but think it's a good place for brainstorming. I ask that we not get off track by focusing on other aspects of Timequakes; rather, we need to finalize power ideas ASAP and I want to give everyone an opportunity for input.
Nature Research Project (past anomaly type)
- Power 1: Teleport to Open Time Rifts, long wait
- Power 2: X/13 village influence buff, passive, x = floor(CR/2) minimum 1
- Power 3: Eating herbs heals h/m/e (like sparkleberries), 5 archpower per month
- Power 4: Faster cure recovery for 3 hours, 10 archpower/month, can turn on and off at will (so don't have to be 3 hour stretch but can break it up)
- Power 5: Nurturing Nature - Cause the area you are in to regenrate any missing plants to five, apply the effects of Nature Growth and the watering can. Activate for 10 archpower. While this could technically encourage strip harvesting by allowing the negation of the negative effects, it is also there for those that are seeking damage control instead of having to rummage around to try and replant it themselves, which is limited to only a few people, taking the strain off Druids/Wiccans.
Knowledge Research Project (future anomaly type)
- Power 1: Less mana cost in time rifts
- Power 2: 3/13 mana generation, passive, no archpower needed
- Power 3: Elemental/Ethereal essence value is doubled, 5 archpower/month
- Power 4: 25% exp/essence buff for 3 hours, 5 archpower/month, can turn on and off at will (so don't have to be 3 hour stretch but can break it up)
- Power 5: Keen Knowledge - Gain the effects of aetherial quickening as well as the ability to travel to any permanent milestone within the basin. Activate for 10 archpower, duration lasts until logout. Combines ring of aetheric quickening and compass of true direction to offer utility to those that seek it, without outright altering how PK functions.
Death Research Project (desolate anomaly type)
- Power 1: Universal damage buff in time rifts, 10/10
- Power 2: Universal damage buff, 3/10, passive, no archpower needed
- Power 3: Faster insanity recovery, stacks with artifacts, 5 archpower/month
- Power 4: 5% Crit boost for 1 hour, 5 archpower/month, can turn on and off at will (so don't have to be 3 hour stretch but can break it up)
- Power 5: Defy Death -Upon the next time you would be slain, you are instead placed within stasis for five seconds. You cannot take any action, nor can you be effected by aggressive actions. During this time you can choose to teleport to the Portal of Fate or be revived at 50% vitals and no defenses. Activate for 10 archpower, defense until death, cooldown of a game month when the effect triggers. Grants the user an arguably better version of vitae so that they can choose to use that time to stay or get out of dodge. Cooldown is meant to be long so that this doesn't just become a way to grief raiding. The half vitals enforces the choice of standing your ground with the possibility of it being quickly used against you.
Beauty Research Project (immaculate anonaly type)
- Power 1: Faster anomaly harvesting in time rifts, 25%
- Power 2: Increased valuation when creating crafted items, passive, no archpower needed, or "Improved Crafting: Possibly more charges on magicscrolls, more poisons extracted/potions amalgamated/charges given per power in enchanting/etc
- Power 3: Increased trading power with aethertraders, 5 archpower/month
- Power 4: Ability to convert up to 10 archpower per month to enchantment charges (1 archpower=10 charges), must specify enchanted item, cannot go over max charges of that item
- Power 5: Beauteous Bounty - Gain the effects of Endowment of the Arts, selecting a trade skill you have access to. This trade is not apart of skillflexing and requires this power to change or enable the tradeskill. Activate for 10 archpower for a duration of 24 hours and requires 10 archpower afterwards to upkeep before this power goes dormant. Changing the tradeskill costs 5 archpower and does not extend the duration of the activation.
Comments
Power 5: Nurturing Nature 2.0 - All active commodity generation is doubled from commodity quests, passive. Upon activation of this project, all tithes from villages and aether bubbles are also doubled (commodities and conquest power).Activate for 10 archpower for a duration of 24 hours and requires 10 archpower afterwards to upkeep before this power goes dormant.
This is just another idea rather than the Miracle-Gro™ that is currently posted. Personally, I think this will do better as a whole since guards are now quite costly. Being able to flick this power on can grant you to deploy more guards, or just get a nice storage of conquest pool.
EDIT: "All active commodity generation is doubled from commodity quests." means - If you turn in a cow corpse, you get 2 leather/meat instead of just 1. This can help with those like @Kistan that literally gather their commodities to use rather than purchase for a store. It also aides in the scarcity craze that seems to be floating through heads as well.
While increased trading power sounds nice to synergize with the new aethertrader system, people are already maxing out their trades and the increase would go to waste. I don't see anybody being thrilled about having a dud power between 2 and 4. I moved the suggested Beauty 2 to Beauty 3, giving it a good percentage chance and a power cost to access it, rather than letting it be a passive. Altered Beauty 4 to be one of my original suggestions that fixes a lot of the problems people are facing and is honestly a fair cost and length.
Changing the level 5 powers so that they instead are 10 archpower to create a domoth'bix for the relevant domoth would provide a fairly consistent bonus across the board. 1 month decay timer that can be extended by 1 for another 10 archpower (so it doesn't just decay on you)
Mobility is always nice and it's relatively simple to tune the utility of it up and down based on the difficulty of researching and maintaining projects.
If it trends towards trivial it could be the equivalent of a prism, providing a selection of exits "tuned to the domoth" (Nature goes to naturey areas, Knowledge goes to Science! areas, etc)
As you move upward on the scale from "trivial" towards "difficult", you can then justify adding exits to aetherbubbles, and perhaps even having something in their bix rooms that can help you get to the relevant aetherbubble for a domoth claim more easily.
As a "nice to have" (for people without their orgbix) you could also consider having some form of avatar of the domoth which can, on command, teleport the player to their orgs planes with some thematic differentiation for each domoth type. (For seren going to etherwilde, beauty might take you to the spring section, death to the winter section, knowledge to the scrying pool, and nature to the gate maybe)
Exit overlap is likely but in each combination of three all should provide some value.
You could also just round it down to nature and effectively have the "grove of isolation" that the other games have, which i'd probably want to see difficult to get to places as the exits.
Not useful to ascendants but in that case you could let them spend the archpower to instead negate the weight of 1/2/3 powers of those domoths.
Let's wait and see how the new melds work. I don't think this is going to be as useful.
This is going to break a lot of combat balance.
Lots of classes are built around the target being able to do a set level of curing on set balances.
Knowledge - I'd be down with adding villages to the Knowledge level 5.
Death - Pretty sure it is a typo and meant to be 3 hours as others have concluded.
Beauty - Not a fan personally of the archpower to charges, and do like the idea of just during archpower into raw commodities as well. Also, thank you for proving the point that not every power is desirable by all players, but can still be beneficial to people not yourself.
Chaos :
-An ability that raises both universal equilibrium and balance agility buffs.
-The ability to assign a certain number of doppelgangers or shadows to oneself. They could be summoned to confuse (or dodge part of the damage) during combat or help with hunting, as possibilities.
(Posting that last bit in a more appropriate thread)
Give it exits to:
- Icewynd
- Tree of trees
- Faethorn
- Kiakodan reserve/Nature seal
- Tryko
- Mornhai
- Snow Valley/Tolborolla
Maybe a couple more places so that it's effectively a nature focused version of the prism and then add in functionality that let's people easily access their orgs connected planes. The ideal would be a few spread across the basin, ToT cause it's just thematically nice, Kiakodan reserve/Nature seal also means easy access to the wakabidrome and urtrap vendor, icewynd or Lirangha to give easy access to a higher level area.Mobility is nice, especially as something that newer players can access.
There's an incentive for cities, in particular, to maintain it if you add the org plane stuff given I've seen comments about that still being a difficulty. (Also means if you've got a construct up just to provide access you could swap that to something else?)
It touches on some functionality from prism and the balloon without replacing them.