Difference between revisions of "User:Ashel/Mageleads"

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While much of this has not dented the Mage overly much, it has progressively outlined the outdated way of thinking in one regard - the class does not have much in the way of options. When faced with something they cannot kill with damage, the answer is often to reach for retardation; a skill that is considered by many to be one of such potency that any changes must factor it in, and as a justification against additions and for removals; abilities similar in this regard are Seraph Aura for Cleric defense, Incinerate for bonder offense, and now Maelstrom for just about everything related to Druids.
While much of this has not dented the Mage overly much, it has progressively outlined the outdated way of thinking in one regard - the class does not have much in the way of options. When faced with something they cannot kill with damage, the answer is often to reach for retardation; a skill that is considered by many to be one of such potency that any changes must factor it in, and as a justification against additions and for removals; abilities similar in this regard are Seraph Aura for Cleric defense, Incinerate for bonder offense, and now Maelstrom for just about everything related to Druids.


Thus, this suite of changes is proposed: the addition of skills like Shard and Pulse to introduce a different, variable mainline offense, accented by modifications to existing skills such as Light and Converge to introduce an alternate pathway to a kill beyond 'pure damage', and a replacement of the proverbial 500lb gorilla known as Retardation by Overcharge, a skill that can decisively seal a kill.. if wielded properly and thoughtfully.
Thus, this suite of changes is proposed: the addition of skills like Shard and Pulse to introduce a different, variable mainline offense, accented by modifications to existing skills such as Light and Converge to introduce an alternate pathway to a kill beyond 'pure damage', and Overcharge, a skill that can decisively seal a kill.. if wielded properly and thoughtfully.




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===Overcharge===
===Overcharge===


Overcharge is suggested as a Retardation replacement for a few reasons. First, Retardation has a massive and ugly capability to ruin several professions in the game - classes that rely on combination inputs for their attacks are utterly screwed by its one-action-only nature, and nowhere is this more exacerbated than team conflicts between the magick and anti-magick circles, where the capabilities of magick's classes become nightmarishly exacerbated with the addition of a single vibration to the mix. Second, Retardation is as previously mentioned a balancing nightmare - any prospective Mage ability must first run through the gauntlet of 'how overpowered will this be in retardation'? It's a prospect that helped shape the original concept for Shard/Pulse being seperate abilities (and one, indeed, being unusable in Retardation) and a prospect that has shaped Mage classleads for many years. Eliminating it is thus a relief to both the Mage and the entire world.
As for Overcharge itself, the concept was (yet another) simple one - even with these suggestions, the ultimate affliction power being supplied is not enough to completely overwhelm a target, but it IS enough to incapacitate a target for a period of time.. while actively sustained. Once that stops, the odds of someone getting right back on their feet within a period of time is likely, and with both balance and equilibrium being used on the table, the choice of options began to look bleak.


As for Overcharge itself, the concept was simple - even with these suggestions, the ultimate affliction power being supplied is not enough to completely overwhelm a target, but it IS enough to incapacitate a target for a period of time.. while actively sustained. Once that stops, the odds of someone getting right back on their feet within a period of time is likely, and with both balance and equilibrium being used on the table, the choice of options began to look bleak.
Enter Overcharge. Once enacted, Overcharge speeds up the rate of certain vibration ticks by 50% - a 10 second vibe ticking instead at 7.5s, 8s at 6s, etc. It does, however, only last for a limited duration - just enough to apply pressure to a target.. or perhaps finish them off. The list of vibes suggested for Overcharging may seem familiar - that's because it's the same list seen above in Pulse. For obvious reasons, if Retardation remains as an ability, Overcharge should be deactivated within it.
 
Enter Overcharge. Once enacted, Overcharge speeds up the rate of certain vibration ticks by 50% - a 10 second vibe ticking instead at 7.5s, 8s at 6s, etc. It does, however, only last for a limited duration - just enough to apply pressure to a target.. or perhaps finish them off. The list of vibes suggested for Overcharging may seem familiar - that's because it's the same list seen above in Pulse.


The preferred list of vibes affected by Overcharge is as follows:<br/>
The preferred list of vibes affected by Overcharge is as follows:<br/>
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One unanswered question remains: with its significant cooldown, should Overcharge be forceable? If yes, it's suggested that the activation time instead becomes channeled, so that an aware mage may cancel it rather than have the ace up their sleeve nullified.. or perhaps they should have been prepared against the force to begin with?
One unanswered question remains: with its significant cooldown, should Overcharge be forceable? If yes, it's suggested that the activation time instead becomes channeled, so that an aware mage may cancel it rather than have the ace up their sleeve nullified.. or perhaps they should have been prepared against the force to begin with?
With Solution #2, Overcharge is suggested as a Retardation replacement for a few reasons. Retardation has a massive and ugly capability to ruin team conflicts between the magick and anti-magick circles, where the capabilities of magick's classes become nightmarishly exacerbated with the addition of a single vibration to the mix. Second, Retardation is as previously mentioned a balancing nightmare - any prospective Mage ability must first run through the gauntlet of 'how overpowered will this be in retardation'? It's a prospect that helped shape the original concept for Shard/Pulse being seperate abilities (and one, indeed, being unusable in Retardation) and a prospect that has shaped Mage classleads for many years. At the same time, if Retardation (or combo classes) were changed in some way, the Mage would become the worst person to be in his own vibration - suffering mighty combination strikes while having little in his arsenal beyond quickly fading vibes and much less afflicting capability. Eliminating it could be a relief to the entire world - adjusting it could be as well. It is a thorny, difficult to approach situation with no clear winner.


Syntax: OVERCHARGE VIBRATIONS<br/>
Syntax: OVERCHARGE VIBRATIONS<br/>
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