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Hi everyone!
I have been mentioning this for some time, but never created a proposal for discussion. Here is my proposal:
Currently, there are a number of abilities and effects that completely Negate the effects they are defending against. Negation creates frustration in players because the ability or effect is then considered to have been a useless investment or non-value-added based on the consistency in which the ability is negated. This has frequently been a cause of frustration for Fighter who feel the prevalence of Weapon Guard negations often outnumbers their per-day abilities and therefore generally encourages those Fighter to instead invest in more damage. Additionally, Spell Casters often feel frustrated with having to use multiple of their limited resources (Spells per Day) to chew through the defenses of their enemy before finally affecting the enemy; this can indirectly cause Spell Casters to feel disenfranchised with their utility and therefore not be as engaged in combat out of fear of having to use half a column or more of Spells per opponent.
By changing the defensive abilities to reduce the effects of the offensive abilities it creates the opportunity for greater teamwork and allows for the players to still feel effective, even if their ability was mostly negated. This empowers Fighters/Rogues to continue to invest in their non-Weapon Prof / non-Backstab skills and gives Spell Casters greater sustainability to engage more thoroughly throughout the day.
These Negation abilities are:
All of these abilities completely Negate the effects they are defending against. My proposal is for these to be changed to be Reductions (for the most part) instead.
I have been mentioning this for some time, but never created a proposal for discussion. Here is my proposal:
Currently, there are a number of abilities and effects that completely Negate the effects they are defending against. Negation creates frustration in players because the ability or effect is then considered to have been a useless investment or non-value-added based on the consistency in which the ability is negated. This has frequently been a cause of frustration for Fighter who feel the prevalence of Weapon Guard negations often outnumbers their per-day abilities and therefore generally encourages those Fighter to instead invest in more damage. Additionally, Spell Casters often feel frustrated with having to use multiple of their limited resources (Spells per Day) to chew through the defenses of their enemy before finally affecting the enemy; this can indirectly cause Spell Casters to feel disenfranchised with their utility and therefore not be as engaged in combat out of fear of having to use half a column or more of Spells per opponent.
By changing the defensive abilities to reduce the effects of the offensive abilities it creates the opportunity for greater teamwork and allows for the players to still feel effective, even if their ability was mostly negated. This empowers Fighters/Rogues to continue to invest in their non-Weapon Prof / non-Backstab skills and gives Spell Casters greater sustainability to engage more thoroughly throughout the day.
These Negation abilities are:
- Parry - Smart Weapon Guard
- Riposte - Smart Weapon Return
- Dodge - Smart <All> Guard
- Cloak - Smart <School> Guard
- Bane - Smart <School> Return
- Spell Shield - Dumb Spell Guard
- Weapon Shield - Dumb Weapon Guard
- Poison Shield - Dumb Poison Guard
- Reflect Magic - Dumb Spell Return
- Elemental Shield - Dumb Elemental Guard
- Spell Parry - Smart Spell Guard
- Counterspell - Smart Spell Guard
- Stalwart Shield - Smart Spell/Weapon/Elemental/Poison Guard
All of these abilities completely Negate the effects they are defending against. My proposal is for these to be changed to be Reductions (for the most part) instead.
- Parry- Smart
- Reduces all Weapon Damage to 10% or 20 for Uncapped Damage (Eviscerate/Terminate)
- Reduces all Weapon timed (i.e. Stun Limb) and line-of-sight (i.e. Weapon Web) effects to 3 seconds
- Negates Weapon Disarm and Shatter
- Negates a Weapon Carrier other than Normal/Silver/Earth/Chaos/Magic/SLIF
- Riposte - Smart
- Parry + Weapon Return
- Dodge - Smart
- Reduces all Damage to 10% or 20 for Uncapped Damage (Eviscerate/Terminate/Death/Corrupt)
- Negates a Weapon Carrier other than Normal/Silver/Earth/Chaos/Magic/SLIF
- Reduces all timed and line-of-sight effects to 3 seconds
- Negates Instantaneous non-damage effects (i.e. Disarm, Shatter, Amnesia, Enslavement, Euphoria, etc.)
- Reduces all Damage to 10% or 20 for Uncapped Damage (Eviscerate/Terminate/Death/Corrupt)
- Spell Shield - Dumb
- Reduces all Spell Damage to 10% or 20 for Uncapped Damage (Death/Corrupt)
- Reduces all Spell timed and line-of-sight effects to 3 seconds
- Negates Spell Instantaneous non-damage effects (i.e. Disarm, Shatter, Amnesia, Enslavement, Euphoria, etc.)
- Weapon Shield - Dumb
- Reduces all Weapon Damage to 50% or 40 for Uncapped Damage (Eviscerate/Terminate)
- Reduces all Weapon timed (i.e. Stun Limb) and line-of-sight (i.e. Weapon Web) effects to 3 seconds
- Negates Weapon Disarm and Shatter
- Negates a Weapon Carrier other than Normal/Silver/Earth/Chaos/Magic/SLIF
- Poison Shield - Dumb
- Reduces all Poison Damage to 10% or 20 for Uncapped Damage
- Reduces all Poison timed and line-of-sight effects to 3 seconds
- Negates Spell Instantaneous non-damage effects (i.e. Disarm, Shatter, Amnesia, Enslavement, Euphoria, etc.)
- Reduces all Poison Damage to 10% or 20 for Uncapped Damage
- Reflect Magic - Dumb
- Spell Shield + Return
- Elemental Shield - Dumb
- Reduces all Elemental Damage to 10% or 20 for Uncapped Damage (Death/Corrupt)
- Reduces all Elemental timed and line-of-sight effects to 3 seconds
- Negates Elemental Instantaneous non-damage effects (i.e. Disarm, Shatter, Amnesia, Enslavement, Euphoria, etc.)
- Cloak - Smart
- Reduces all <School> Damage to 10% or 20 for Uncapped Damage (Death/Corrupt)
- Reduces all <School> timed and line-of-sight effects to 3 seconds
- Negates <School> Instantaneous non-damage effects (i.e. Disarm, Shatter, Amnesia, Enslavement, Euphoria, etc.)
- Bane - Smart
- Cloak + Return
- Spell Parry - Smart
- Spell Shield
- Counterspell - Smart
- Spell Shield
- Stalwart Shield - Smart
- Spell/Weapon/Elemental/Poison Shield