Greetings,
As you all know, the mage revamp is the next on our agenda. I've gone over the preliminary stuff and discussed a bit with Ianir where we're at and wanted to share the base melding principles with you.
The goal is to make base melding easier on the melder but introduce more counterplay. This should reduce the reliance on melders, but still leave them as assets.
The system focuses on 'leylines' over traditional melding. Melders would be creating these leylines.
Instead of melding each individual room, melders will instead choose node rooms. Each melder can have 3-5 nodes available (runes of demesne increase the number of nodes). Upon placing a node, every room on the shortest path to any other node within 5 (or more?) rooms will become melded.
Node rooms will have stronger effects than non-node rooms. Effects on nodes will bypass protection automatically while effects on the meld lines will be weaker and be blocked by protection
Only Node rooms would breakable. There would be two ways to break them, one by the normal method of a melder breaking it. The other would be to slay an Avatar of the melder, a high-health, crit-immune avatar that defends each node. Destroying the avatar would also break the node. Once broken, all the rooms in between it and the other nodes would also be broken. Other than that, the weaker rooms would be unbreakable.
A few notes - an enemy node placed in between two nodes would block the leyline from forming, but a leyline will prevent a node from being placed between them.
At this point, I'd like to know your thoughts, ideas, etc. This is just the base melding plan, and the effects would be for each individual spec. I'm wondering if protection scroll needs adjusting at all.
This is the first step of the revamp, making sure all this stuff is in place. Once we have this base set, we can then move on to the individual specs.
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Comments
An enemy node would only stop the one.
We would probably only have the avatar at breakable nodes. I imagine we want to keep the one meld mechanics. The Avatar would likely have similar resistances to the caster.
A node would be unable to be placed.
If a node stopped one, the other would still go.
One mage can counter another melder so do you need two or more people meld-countering as non-mages. If it's a lot then it's not worth taking down the node in the room, if the mage will just put it up again in a balance. Maybe taking it down by avatar killing could add a cool down before that room can be melded again.
I might be thinking about this wrong if the intention is that the melder would still be king in the one node room they're defending, but avatar killing makes it possible to take down the undefended nodes around that.
What happens in the following meld? Is the moonhart unbreakable until three of the green nodes are taken down? Or does taking it down basically wipe the whole meld?
Top north nodes would find a shortest path to each other, thus:
SE, E, NE, SE, NE, SE, E, NE to make a bridge
SE, S, SE, SE, S, SW to make a bridge
The four green nodes are all more than five rooms away from each other so are all drawing one line back to the yellow node. The bottom two don't link either but draw three paths back to the node like this.
If the central node can be broken then it removes all leylines in the meld with one action from a melder and x from non-mages.
If you can't break the node (cause it would leave disconnected nodes) enemies would need to break the four outer nodes before they could take down the central one.
They have different melding strategies and the potential leyline length comes into it.
As far as breaking.
I skipped a bit of Ianir's explanation when posting (it was late last night in my defense). The breaking would be a channeled action and the melder would be alerted. He could prevent the breaking by going to the node, and his presence would stop that breaking.
The Avatars would be higher health, and they would be slower than a mage takes to remeld. The idea being that we want counterplay, but not to the point it makes melds pointless. It should be more effective to have a melder on your team, but you should still be able to compete without one.
I heard one rumour ages ago that another melder of the same type could contribute a single node to the network, for example, possibly with the ability to transfer control or some other benefit. This could mean a second melder might be able make use of their primary in some meaningful fashion and could mean potentially more nodes in a single meld than just the 5 mentioned.
Which loops into stuff like why we have woodchems in the first place.
When there are two equal paths between nodes, only one path will be selected randomly. The reason for this is because we want melders to consciously and strategically decide where to place nodes to get the effect and coverage they want. We want to limit how many rooms you can feasibly have melded. Thinking about it more, I think this is likely the better way to go.
As for multiple melders on the same team, I don't think allowing more nodes is a good idea, considering the above. I do like the idea of having bonded nodes though, that allow other melders to take advantage of certain aspects (demesne watch, center, teleport etc) and defend the meld. The meld could be handed off to the bonded melder on the primary melders death.
Avatars I think would just soak the damage. They wouldn't really attack back.
I don't know if saying protection blocking would be increased is accurate, it'd be different in that on nodes, protection doesn't do anything and off-nodes protection would block everything.
And how will this effect the various chem/wood alternatives? Can they still benefit from nodes planted as well in some fashion?
There's two ways we can go with effects.
1) We can just have the same effects throughout the meld, the difference being node vs non-node and how protection effects them.
2) We can have strong and weak effects. Strong effects only fire in the node rooms and weak effects fire in each room, but are blocked by protection in non-node rooms.
I'm not sure I like 2 because there's already going to be an emphasis on node rooms given they're the ones that need breaking, no protection, etc. Non-node rooms having less and weaker effects increases that reliance on node rooms much more, so by going with 1, you're still weaker in a non-node room, but you have ways to getting around it.
I think we can make the Avatars unkillable (or even disappear) when the mage holding it is in the room. We'll have to consider how that works with bonding mages though.
Wouldn't this make it too strong? It would be like a bard having an unbreakable octave. This would make being the first to a room and having a mage more important than they are currently. Maybe, make a common skill with a power cost to make the Avatar targetable such as reality check?
You'd have a few options at that point, move the melder out to bring the Avatar back (or vulnerable again), or kill the melder.
Same situation with a bard, you have the bard there to kill or can move them out or have a bard remove octave or truehear to avoid the octave. Since the node will hit through protection then literally the only counterplay is gust or target which is hard considering cement boots (as well as other rooting) and being salted. Also, the mage would only need to step out heal(reset) walk back in the node is "hidden" again. Does the node Regen or does it stay weakened from any hits landed while the mage stepped out?
I would suggest making the node more difficult to kill with the mage in the room not impossible. This could be easily adjusted as well.
Edit: Fixed error
They really aren't comparable to bards. Octave and melds function much differently, so we're not going to treat them the same.
Chemwoods would still operate the same at this point, this is only regarding melders.