I'm not going to mince my words here, Aeonics is an absurdly strong skill and definitely needs some serious evaluation. The reports system isn't expansive enough to deal with it, and hence, this forum post has been born.
Aeonics takes a strong affliction and not only improves on it massively, but denies anyone else the use of it on the caster. It makes an already strong aff 10* worse. There is so much internal synergy on focusing spiritual affs in Hallifax anyway, and these are relatively strong already.
Issues with Mindclock
Has no duration.
Passively upkeeps.
This pretty much denies anyone else use of Aeon against you, not that anyone else's Aeon is going to be as strong anyway.
Issues with Aeon
It overwrites commands, which sucks so much and doesn't work with how combat works currently, needing you to cure many different things constantly.
Autocuring will focus Aeon, meaning your steam balance is disrupted for longer against an enemy that revels in steam affs.
Timewarp, which is stacks quickly and passively, amplifies this. The speed at which you could stack timewarp is pure madness.
This can be afflicted passively through Aeonics AND Harmonics also. This is going to be constantly up.
These issues are pretty unique to Aeon as an affliction. Removing the overwriting would go a great way to making this more fair.
Insight
Timewarp is already incredibly fast stacking, and Institute passively aff so many spiritual affs.
Why does all this stuff last two minutes?
Alacrity
I'm not sure how this impacts non-institute Aeonics users, but I'm guessing it's not pretty or fun to fight against.
TimeEchoes
WHY does this last for 2 minutes? Why does it afflict TWO affs?
TimeEchoes perhaps needs to cure if you leave the room, or heck, the area, because you can be in another plane and still be getting hit with TimeEchoes from two minutes ago.
Oracle
Amplifies all the issues with TimeEchoes, also, WHY again, does it last so LONG?
FutureGlimpse
Ignores an aff every 10 seconds with no duration.
No power cost.
No duration.
This would be far more palatable if it wasn't for the fact that rituals users will have Rubeus. Institute can also choose to have Emerald passively curing their affs. If they're healers, they will never again know the touch of an affliction.
ChronicLoop
Again, two minutes, why.
Switchfate
No power cost, though thankfully it does have a duration.
Why is this Area-wide.
Make this roomwide and it's not as disgusting.
Aeonfield
I don't actually need to explain why this skill is an absolute joke, but here we go.
This is 8 ticks of passive aeon+timewarp on all your enemies in a room for 5 power and one balance. The ego/mana cost is really insignificant here.
Blink
It feels like, on a lot of these skills, there are just *minor* adjustments and tweaks to numbers that end up making this skill just a bit more compared to other skills. 1 power per 2 rooms would be more reasonable.
Timequake
The fact that this can affect multiple people in a room is very telling.
Paradox
Spam timewarp on one person, which practically everyone in the org can do, then timequake, killing everyone in the room. That's what you want to happen here, right? That's... What you're doing for????
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Comments
In preface, Aeonics is strong. I think it's a good skill set. I really like it and I think it's probably, at least for all its punches, where all guardians should be power* wise. I think there are some changes that can be made, both give and take, but it's very workable and I don't think it's overtly strong.
Aeon:
I've died to aeon, a bunch of times, even as an Institute. I don't think aeoning an Institute is as advisable as say, shieldstunning them, but that's the case for everyone.
Mindclock:
Quicksilver and Truetime are things you have access to too. Mindclock is, of course, slightly better, but it's hardly aeon immunity. Old Mindclock was significantly stronger.
Insight:
Expensive and mandatory for pretty much all solo building. Very expensive.
Alacrity:
I use this exceptionally rarely. In the few niche cases I would have prepared it in advance, I don't have the power to expend on it.
TimeEchoes:
It's good, but you're not getting timequake without it and Oracle in most cases. I don't think anyone is adverse to changing it up (and, relatedly, GreyWhispers), but if TimeEchoes loses punch it's likely going to be gained elsewhere by Institute to compensate.
Futureglimpse:
Significantly weaker than old Foresight, somewhat comparable to old FutureGlimpse. I think it's okay, great in 1v1, less useful than you'd imagine in groups (but still useful, like most defences are!)
ChronicLoop:
If the two minute duration concerns you, you probably haven't read the skill properly.
SwitchFate:
The few times I use it (I should use it more), it usually feels lacklustre. You generally only have the opportunity to put it up once you start getting focused and nine times of ten you should be tumbling on that balance instead. It's good, but not that great to be complained about, in my opinion.
Aeonfield:
Grass is greener. It turns you into toad bait and you actually can have major bleeding problems from it even post vital overhaul.
Blink:
This is fine. You lose all kill potential by using it.
Timequake:
I love that it has a roomwide potential. I absolutely adore that. I've also never in my life seen it happen.
Paradox:
If you want to come up with a more front-loaded ten power trans ability that will knock my enemy's socks off, please do!
Edit: *By Power I mean raw strength. I think Institute is a touch too power heavy, I'd like to honestly reduce 1p off a few abilities but it's not class breaking enough that I'd make a fuss over it.
(Also, those tests were conducted primarily with the target being non-aggressive and just curing. The majority of them, in fact.)
I'd not complain about more consistent applications and cures of timewarp, but it feels pretty okay for group settings in my opinion.
Mindclock - This bypasses one of the issues with Aeon in that it works without needing to enter a command, making this a defence that allows you to manually up speed every 10 seconds (As Insomnia or Truehearing) would make this far more equitable. This could also be solved by removing the overwriting on Aeon commands, which is a bigger issue.
Aeon - Make Aeon automatically the first steam aff cured when you smoke a pipe and change SSC to reflect this, no longer making you focus. Remove overwriting commands.
TimeEchoes - Increase the power cost to represent how strong this skill is, 2 minutes of affing 2 spiritual affs on an enemy, incurable, infinite range once initially cast. Alternatively, reduce the affing to 1 aff per tick OR make the aff fade once you leave the room/area. OR make this work like Hexes Jinx in that it can only be cured if there are no other spiritual affs on you.
Oracle - Just makes TimeEchoes twice as bad, which would be solved if the affs on TimeEchoes were lowered or one of the other solutions were implemented.
ChronicLoop - This lasting two minutes just feels like a bad punchline. It, again, makes TimeEchoes that little less more manageable.
Switchfate - There's no reason at all for this to be area based. Change it to room based.
Aeonfield - Power cost up or make it surround an enemy with an Aeon Field instead. Absolutely nuts skill.
Blink - Currently discussing this as it seems pretty wonky and stronger than comparable skills.
Timequake - If this isn't insanely strong, then give Paradigmatics the room-wide instakill, and the skills that Aeonics has that allow for it to be pulled off.
Paradox - This skill is just wrong. It's disgusting. Please. Change it or remove it or something.
I'm just meaning to say that if these classes are both working this way, it is probably intentional. Whether they should change *in regards to timewarp/tempins build is another argument, but all I'm saying is if one changes, the other should too.
Half of the Paradigmatics skills will make you ignore/miss taking an action and instead take some insanity, like Eyesnare, Flux, and Badluck. One of the skills even flings everyone in the room into a random other room in the area, with a possibility of being flung to astral.
Some of the skills aren't mirrored, like Homunculus (can cast two of the Paradigmatics skills on its own balance, gives the Illuminati a vitals boost+ vitae, bite causes damage+ insanity), Gnosis (randomly shrug spiritual afflictions), Fusion (chance of taking health damage to mana or ego instead), Reimagination (buff or debuffs a target's health, mana, ego, or universal buffs by 4/x).
Yes, Illuminati have to truename for Illuminate. It has no power cost that I'm aware of, requires moderate insanity, and all it does is open up their instakill as well as giving a 1/8 universal damage buff against that one person.
So no, they aren't 100% equal. There's no real difference in their kits though, at least none that are heavily in need of buffing.
Ignoring actions is generally not really an issue.
Tempinsanity isn't pretty but it's not exactly what I'd call reliable. Aeon blocks SO many commands, persistently and consistently and delays everything. Either that, or just forces you to do one thing at a time, slowly, which is so punishing with the combat we have now.
Ironically you identified the main counter to both Researchers and Illuminati - you say the victim can't walk away from them like you can bards...but you very much can. With their very tight power requirements, any moderate disruption will ruin the whole kill attempt.
You might not believe it, but that really is the counter.
The difference between Bards and Researchers is that when you leave a Bard room, you cure all your affs instantly, ignoring a LOT of other stuff. When you leave a Researcher room, you're still being hit by affs, constantly, for less power.
Researchers can very much keep you in a room or chase you down if they know how.
Honestly in any 1v1 situation you're very unlikely to catch and hold someone long enough to kill them. That's just the way the game is. If you have a clue about running, anyway. Only monks basically stand a chance at killing a running opponent.
The built in flaw of all guardians and wiccans is to run after they've spent all their power and before you get bursted. If you do that, you'll realize that Resesrcher is no different
How exactly are Illuminati better at chasing people, remind me?
There's no mirror for the second skill it can use, because that skill in Aeonics at 50% Gifted is Ageing. Badluck is a skill costing 3 power and hitting someone with an incurable affliction whereas any action they take has a chance of not happening, and they instead take some tempinsanity.
As an aside, Snafu causes Badluck for all enemies in the room at 1.5x the power. Its mirror skill in Aeonics at 50% Mythical is Foresight, 1 power to occasionally dodge attacks? Someone can probably clue me in.
Paradigmatics has skills that keep you from leaving the room from failing actions including one skill that (I've never seen it used) keeps lusted enemies from leaving your presence like P5 but roomwide. Enthrall?
Institute has Blink.
Snafu is the same but roomwide. No one uses it because it's generally better to focus on a target but could be useful if you had enough Gaudis to try and illuminate lots of people in the same room.
Usually it's not worth the balance to cast. Maybe if you're chasing?
I'm just going to point out that Foresight was literally removed for being problematic IIRC and there isn't a 50% mythical Aeonics any longer. Dodge is apparently really powerful also, even 1%. /s
Which makes sense to me, personally, as Researchers and SDs have historically worked the same way to get their kills. Shatterplex vs final twist in the past, aeonlock into dead featuring strongly now.