I've debated removing endurance/willpower before (internally with admin), mostly because it's not used that much and would make understanding Lusternia simpler, though it would be a large project which I've been loathe to allocate resources towards. However, I understand that another IRE game has done that so thought to open up for discussion, the pros and cons.
Let us know what you think!
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1) AB ATHLETICS BREATHE (this reduces endurance lost).
2) Willpower regeneration runes for manses / aetherships.
3) Rocking chairs.
4) Beds.
5) The Chessboard of Libertas.
6) Resilience.
Training your body to become more resilient is useful in ameliorating the
effects of poisons. This skill also overall tempers your body against
physical damage. Also, your endurance will regenerate faster, the greater
your skill.
( This one is one that I have to tell my newblets to learn when they are having endurance issues)
7) Personal endurance/willpower regeneration runes.
8) Waking up from sleeping will become much easier without willpower, which will affect sleep-locking classes.
9) And then individual guild skills that affect these regenerations (either positively or negatively).
So, yeah, as you said- it would definitely be a large project.
I do think it's worth at least considering it though, because they don't really add much to the game, they just add an additional mechanic that a number of other objects hitch off of.
What really matters is whether or not the system being discussed adds anything beneficial, and I don't think this one actually does.
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I further feel like endurance and willpower fit this quite nicely. The only actual mechanical thing that they do is make it harder to wake up (to which a mechanical change could be made for sleep), or unable to perform certain actions if you somehow manage to run out entirely. All the rest of the items on my list are based around things that either increase the recovery or the amplify the drain.
When the actual impact of a mechanic is so limited, why keep it (assuming that there are resources available to do pursue it, given that it will be a beast)?
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Honestly, I would love it if willpower and endurance were removed so I could make as many tarot cards as I wanted or bash for an indefinite amount of time but there are guilds and skillsets that stand to lose far more from this change. The two examples I can think of off the top of my head are TP users that might rely on willpower drain in the case of a standoff since psyvamp drains something like 3% WP per hit. Also, anyone who uses a skillset that can give heavy bleeding.
On the other hand, I remember reading that some people would like to move away from attrition combat since it doesn't really involve skill but basically "can you last long enough so that the other person doesn't have enough WP to be able to do anything?"
EDIT: Below, Thul mentions shouting. Please make sure to limit shouting if WP/END are removed.
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The only times I hear about willpower and endurance are 1) Low level bashers who get stuck or 2) Attrition kills. I do not know about everyone else but losing purely because something you cant cure runs out is dull. Things that target willpower can be adjusted to do something else fitting I imagine, artys impacting regen can be refunded or also adjusted.
This also frees up an issue from monks who have found endurance attrition would be really easy to use on the majority of the population (crushed chest, broken chest, punctured lungs, etc).
Keep in mind that at least two afflictions/skills would need a complete change, ninaali (trembling which is a huge increase to endurance drain) and scrambled brains (the same for willpower). We have no problem with these disappearing, but if you need we can create a comprehensive list of every artifact and skill that loses something in the process. Maybe sort by severity as well, if something is purely for wp/end its high priority, while things like contemplation (in psymet) would be slightly lower because it already does something else.
As a note there may be some other changes to look at because endurance and willpower cost is supposed to be part of the balancing factor (phantomspheres, the only power free ranged insta kill that forces you to run for instance). /phantomsphere hate.
Yes, the Nekotai have a possible strategy that can screw endurance users (warriors, lol, as though we need more help against them) if we do it properly. It's hard to pull off, though.
It being hard to pull off isn't a factor in my opinion. It being an absolutely idiotic strategy is. Well, this is my opinion, I don't want to ruffle the feathers of those who came up with the affs and the aff effects, but, seriously, turtling and outlasting via willpower and endurance? Calling that a "strategy" is almost an oxymoron. Obviously, I have similar ideas about sleep, hunger strategies, but those are irrelevant here.
Now, combat applications of willpower/endurance aside, in normal gameplay, they affect newbies the most. Almost all, if not all, demigods and above will see near to no will/end problems when bashing or crafting. I daresay 80+s will rarely be affected by it as well. Below 80s, though, casters will often see willpower dipping to 0 after a bit of bashing. I know it goes to 0 after an hour or so at around 50 or lower. Same for influencing. Warrior/monks also get pretty much the same deal at lower levels.
Why do we want to slap our newbies like that? They already have to deal with natural hunger and sleepiness. They don't need willpower/endurance limits on top of that. If this is a joke thread, I hope the admin consider making willpower/endurance a less irritating mechanic for newbies anyway, either by eliminating it from bashing attacks below a certain level, or something.
I didn't know will/end affects crafting to a large extent that Dynami mentioned. If this is true, please change it anyway as well. We already have a crafting system that doesn't have bulk crafting (fashion 50 vial, gimme pls) and doing stuff like that also costs will/end? If this is true, please consider changing it as well (yes, I'm repeating myself deliberately here.)
I believe initially in achaea they were put in to serve as an attrition against trying to do too much, another balance aspect beyond mana to make it so you couldn't feasibly endlessly spam some things.
Lusternia already has this in power, and it's a cleaner system than wp/end so I have felt for awhile that endurance/willpower ontop of willpower didn't make a ton of sense, and was just one of those things that was created through rapture legacy instead of it being a clear desirable mechanic.
I do think it makes sense for something like aetherhunts, but it's an added cost to certain abilities that -always- have commodity costs anyways. I think you could feasibly increase the commodity costs of most things if there was a disbalancing effect on the market being flooded, but there are so many ways to refresh endurance/willpower I don't see that being an issue.
The only skill balance issue I can see is in meteor, since currently the real limit to meteor isn't power or mana, it's endurance. However, It is an entirely different discussion if it -should- be the limiting factor there.
Incidentally, if willpower/endurance is removed, admin would also have to consider people with runes/artifacts that work with them, as well as manse gems and guildhall upgrades, as well as changing the use of rocking chairs.
Edit: or basically what Xenthos said earlier. Damn ninjas. /askance
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The vast majority of all other willpower/endurance costs are there for no reason. Upper levelled people don't notice it, and lowered level newbies get shafted. Trade abilities, which are already tedious enough, have the costs which make life even harder. I doubt there are many other exceptions, where there's a genuine need to limit an ability like shouts, but if such exceptions exist, they can be re-evaluated then and given a different mechanic to compensate.
It is a hell load of work, that's for sure, but it's an investment that will pay off, imo.
I don't mind outright removing afflictions that deal willpower/endurance damage. I've said my piece about what I think about willpower/endurance "strategies" already. As a guild that has one of the most potent endurance based aff (collapsedlungs increases endurance usage by 10x, or something ridiculous along those lines, iirc. A tumble with it effectively kills almost half your end) I don't mind seeing that functionality entirely removed, with replacements and adjustments to await envoy process.
Let's do this!
/hobble