Best Of
Re: Quality of Life Wishlist
Get rid of lifts. It's the future and they feel clunky! Let's get some tubes that shoot us everywhere like Futurama. They're already in plenty of environments through description.
Deltrion
1
Bashing After Crits
This has been discussed before on Discord and in passing on the forums, but I think it's an involved enough issue to warrant its own thread. The introduction of talents - critical hits in particular - has had a negative effect on endgame bashing because the legacy endgame areas were designed without the sort of DPS players now achieve. With max crits each area can support one basher, leading to a total of seven concurrent players bashing if I'm being generous. In practice, though, only Ixsei, Usum Usutti and New Dikamazi are regularly cleared by anyone, as the others are widely considered not worth the effort due to increased risk and/or low mob counts.
One solution I've seen suggested is to have new areas be high risk because of wandering aggro mobs. We already have these (Jelle, Gnomon) and it's easy to see that this isn't a solution at all because, as I said, they aren't regularly cleared. Adding new areas that present the same challenge people are already avoiding would be a waste of time. Changes can't be made to existing 'worthwhile' areas without negatively impacting pre-75 players, though, because Ixsei and ND are where most people go for their last 10 levels.
In my opinion, I think the best way to move forward with new areas taking into account the higher DPS we achieve would be to lower the TTK. If mob HP and XP gain were scaled up to match the TTK and XP/M of pre-criticals bashing, the area would both be a viable alternative to the overhunted areas we currently have and probably be able to support more than one person at a time.
Also, none of this is intended to be me saying 'this is what you should work on' so much as 'these are things that should be taken into consideration if/when any work is done on new areas.'
One solution I've seen suggested is to have new areas be high risk because of wandering aggro mobs. We already have these (Jelle, Gnomon) and it's easy to see that this isn't a solution at all because, as I said, they aren't regularly cleared. Adding new areas that present the same challenge people are already avoiding would be a waste of time. Changes can't be made to existing 'worthwhile' areas without negatively impacting pre-75 players, though, because Ixsei and ND are where most people go for their last 10 levels.
In my opinion, I think the best way to move forward with new areas taking into account the higher DPS we achieve would be to lower the TTK. If mob HP and XP gain were scaled up to match the TTK and XP/M of pre-criticals bashing, the area would both be a viable alternative to the overhunted areas we currently have and probably be able to support more than one person at a time.
Also, none of this is intended to be me saying 'this is what you should work on' so much as 'these are things that should be taken into consideration if/when any work is done on new areas.'
Zoe
2
Re: All I Want For Winterflame Is...............
Marking it in-game as a priority, but I'll post it here for extra measure: can something be added to NEWBIECHALLENGE to show you how much time is left until your challenge is over or something similar? It's difficult to figure out exactly when you joined, and it'd be nice to know when the actual "rollover" is so that I don't find myself at 74.9, thinking I have 12 hours left...
Eikala
3
Re: Classlead AFfliction Reports
@Senzei
Let's start here, with ==4==
There has been a lot of discussion. I have proposed that Crippled Movement gets taken from Musc 75 and placed in Glitching's place in the Wetwiring subsys. Then, combine Glitching with Rejection, and finally, put something new in for Musc 75. There's been a lot of discussion, and despite the fact that the idea was met with general positive acclaim, coming to a consensus on what will be a good replacement has been quite a bit more difficult. Just wanted to make this visible for my first post, as it's very important imo.
Let's start here, with ==4==
There has been a lot of discussion. I have proposed that Crippled Movement gets taken from Musc 75 and placed in Glitching's place in the Wetwiring subsys. Then, combine Glitching with Rejection, and finally, put something new in for Musc 75. There's been a lot of discussion, and despite the fact that the idea was met with general positive acclaim, coming to a consensus on what will be a good replacement has been quite a bit more difficult. Just wanted to make this visible for my first post, as it's very important imo.
Nykara
1
Re: Classlead AFfliction Reports
Ive made a couple comments on the discord, but ill relay them here in an easy manner so they dont get lost and add the rest of my thoughts.
1.) Has been completed and looks good.
2.) Both solutions fix a half of the problem and likely both solutions need to be implemented in some sort of manner, There really isnt any reason for anyone to push sensory as is because it is literally just garbage.
3.) Kinda just further pushing the point of 2, but when blind/deaf get changed up some, Sensory really just needs more afflictions in general.
4.) We already have the extra time added to escape being an single second now, though this affliction is just the big bad. I believe a big bunch of hate for this affliction will disappear once other trees have afflictions that help hinder roughly as much as the new version of this one does.
5.) This does a pretty good job at describing how useless those things are. -no comment-
6.) Sensory Deprivation, yet another push saying sensory is garbage. This would be a good push into making a decent affliction would need more added to sensory as stated.
7.) Sensory Feedback, I enjoy the direction of this but 5% is a bit really low. The classes looking to push sensory are scoundrel and nanoseer two classes who have very small damage when pushing sensory. an avg balance from a player can range from 500-1200 damage, at min value 5% gives 25 damage reflect, and at max, 60. I would suggest this being somewhere in the range of 10-15% which is 50-120/75-180 damage
8.) This was sorta touched on but will still need a little more help in the early stages of internal, the subsystem afflictions are quite terrible.
9.) Mind subsys in general has a ton of problems, and these changes push it in the correct direction to help out.
10.) Solution 1: This change currently will not effect the combat in almost any effective way. Noone runs from mind until the fight is over.
10.) Solution 2: This change pushes confusion back into being an effective affliction and is generally the idea I came up with after approximately two weeks of thoughtprocessing, and asking peoples opinions on discord as depicted here https://forums.starmourn.com/discussion/1141/nanoseer-confusion-a-cry-for-help/p1?new=1. Though I would like to add that the damage should originate from the nanoseers goggles(power) +goggle mods+ goggle artifact.
11.) Recklessness would have an interesting impact and be a little power gating to newer players attempting to get into pvp as its a very confusing affliction when you cant just EAT X to cure it instantly and youd have to wait for wetwiring to cure it.
11.) Echoing being changed in this way is something Id prefer to see inside of the Mind tree though I can see it having a place in sensory aswell and it could be forked as a nanoseer who is pushing for breakdown.
12.) Vitals Error could be used very well in conjunction with the aformentioned echoing and would possibly help scoundrel and nanoseer in a big way with their mind/sensory.
1.) Has been completed and looks good.
2.) Both solutions fix a half of the problem and likely both solutions need to be implemented in some sort of manner, There really isnt any reason for anyone to push sensory as is because it is literally just garbage.
3.) Kinda just further pushing the point of 2, but when blind/deaf get changed up some, Sensory really just needs more afflictions in general.
4.) We already have the extra time added to escape being an single second now, though this affliction is just the big bad. I believe a big bunch of hate for this affliction will disappear once other trees have afflictions that help hinder roughly as much as the new version of this one does.
5.) This does a pretty good job at describing how useless those things are. -no comment-
6.) Sensory Deprivation, yet another push saying sensory is garbage. This would be a good push into making a decent affliction would need more added to sensory as stated.
7.) Sensory Feedback, I enjoy the direction of this but 5% is a bit really low. The classes looking to push sensory are scoundrel and nanoseer two classes who have very small damage when pushing sensory. an avg balance from a player can range from 500-1200 damage, at min value 5% gives 25 damage reflect, and at max, 60. I would suggest this being somewhere in the range of 10-15% which is 50-120/75-180 damage
8.) This was sorta touched on but will still need a little more help in the early stages of internal, the subsystem afflictions are quite terrible.
9.) Mind subsys in general has a ton of problems, and these changes push it in the correct direction to help out.
10.) Solution 1: This change currently will not effect the combat in almost any effective way. Noone runs from mind until the fight is over.
10.) Solution 2: This change pushes confusion back into being an effective affliction and is generally the idea I came up with after approximately two weeks of thoughtprocessing, and asking peoples opinions on discord as depicted here https://forums.starmourn.com/discussion/1141/nanoseer-confusion-a-cry-for-help/p1?new=1. Though I would like to add that the damage should originate from the nanoseers goggles(power) +goggle mods+ goggle artifact.
11.) Recklessness would have an interesting impact and be a little power gating to newer players attempting to get into pvp as its a very confusing affliction when you cant just EAT X to cure it instantly and youd have to wait for wetwiring to cure it.
11.) Echoing being changed in this way is something Id prefer to see inside of the Mind tree though I can see it having a place in sensory aswell and it could be forked as a nanoseer who is pushing for breakdown.
12.) Vitals Error could be used very well in conjunction with the aformentioned echoing and would possibly help scoundrel and nanoseer in a big way with their mind/sensory.
Soza
1
Re: Classlead AFfliction Reports
@Senzei
==2==
I support solution 1, and tentatively censure solution 2. Blind no longer enforcing combat blocking (ie, not requiring a crash to leave) would make that ability very powerful. Combined with the fact that kneecap (scoundrel) now gets scaling from sensory, that could create a serious problem where a scoundrel can do a lot of burst damage and simply walk away if their opponent starts rocking them. That's very dangerous, in my opinion, but it does sound like a fun and interesting interaction, at least on paper.
==3==
==2==
I support solution 1, and tentatively censure solution 2. Blind no longer enforcing combat blocking (ie, not requiring a crash to leave) would make that ability very powerful. Combined with the fact that kneecap (scoundrel) now gets scaling from sensory, that could create a serious problem where a scoundrel can do a lot of burst damage and simply walk away if their opponent starts rocking them. That's very dangerous, in my opinion, but it does sound like a fun and interesting interaction, at least on paper.
==3==
I support solution 1, with a lower balance knock. 2.5 seconds is a little too rough imo; 1 second should be enough. This means if they queue up crash, they should be able to still get out, but it will be very tight. This is important to Starmourn combat; there should be a bit of a cat-and-mouse game. Nobody should be locked into a single room indefinitely, which is what this would encourage. Even moreso, it would encourage it against a nanoseer or a scoundrel; Nanoseer could continue to lean on pressure as their target repeatedly fails their re-crash to frozen ground, and Scoundrel has the ability to fort up their room, so yanno. I censure Solution 3; nearsighted already allows a scoundrel to win any LOS fight hands-down, and increasing its power is not in the cards. This is the only Sensory affliction that has any tooth, but it's a LOT of tooth, even if in the current combat meta it doesn't see a lot of play (due to almost no group fighting).
==5==
Instead of specifying a solution here, I would like to simply support several of them in tandem; I think that the scaling should go up to 15 or 20%, and that they should deal 100 sys damage upon application. This will make them an actual advantage later for some cost early. Getting 25% sys damage on your opponent should be rewarding, and at current, those abilities don't actually gain you any kind of sys advantage. As one solution pointed out, "you could do a whole lot better in that time"; to be more exact, if they don't cure any stacks, you could deal 20% sys damage over 30 seconds by doing a regular attack on each of those 10 balances, or 20% sys damage over 30 seconds by doing 5 stacks and then 5 attacks. I said 30 seconds because that's how long they last; at the 30 second mark, wetwiring cures them, and you've literally gained no actual advantage. Increasing the bonus per stack, as well as adding sys damage, will make the affliction rewarding to use, instead of possibly punishing.
Don't touch group 2. It actually has a strong use; it allows you to nearly guarantee you will manage to get your instakill off. They're very good afflictions. Maybe increase the amount of damage they do a little bit, but as long as they total to 2%+, they are on par.
Don't touch group 2. It actually has a strong use; it allows you to nearly guarantee you will manage to get your instakill off. They're very good afflictions. Maybe increase the amount of damage they do a little bit, but as long as they total to 2%+, they are on par.
==6==Censure, but see report 2.
==7==
==7==
I support this, but only if it's only given to eyestrike. Scoundrel's pool is already big enough and we'd have to remove an aff to put it in, as well as the fact that Scoundrel already has enough health pressure. This would give Nanoseer the ability to generate health pressure early, which can help them stick affs (which they very much need to!) without diverting from their main affliction strategy. 5% is a good number; it's not a lot, but it's not nothing, either. Up to 15% would be acceptable, I think.
==8== has already been touched upon with my above post.
==9==
==8== has already been touched upon with my above post.
==9==
This is tough, but I censure this. The problems are correct, but the solutions are far too strong. Solution 1 is fine, but solution 2 presents too much strength; 1.5 second balance knock or a cooldown is way too much in a game where classes are meant to fight by repeating abilities and, in some cases, MUST repeat those abilities due to a lack of options to continue their offense. The balance knock would also only come from two classes with very strong single-aff balance hinder; slowness 15%, sluggish 25%. (1.5 + 3.5) * 1.15 = 5.75 seconds off balance for a fury combo. That's kind of insane, since that will become the norm for them. It's even longer against a nanoseer, at 6.25 seconds. That's not fair.
ETA: After some contemplation and discussion, I rescind my censure. I support solution 3. This will give Nanoseers a secure kill and there's nothing wrong with that.
==10==
Support solution 2 but with the caveat that I only support solution 2 with a change: 35% damage proc chance, 15% balance proc chance. Again, confusion can be given by classes with strong single-aff balance hinder; and a nanoseer can, realistically, stick damaged limbs too. 45% balance hinder on a 1/3rd chance to knock for 1.5 seconds ... the person they're fighting no longer gets to play the game. It's spamming trip + bind all over again.
==11== solutions 1-3 all sound good, but where do they get put? Scoundrel can't get it, and they would just give nanoseer more power. That being said, nanoseer needs all that power, and diluting eyestrike's pool isn't really a problem.
==12==
Rework double vision to, instead of a secondary confusion proc, make it cause a chance to lose balance for 1s. 20% is probably a good number, 35% being the upper limit in my opinion. However, it should never proc twice in a row; that would be immensely frustrating and game breaking in a game that relies on basically maintaining tempo. See clumsiness in other games being fight-deciding.
==11== solutions 1-3 all sound good, but where do they get put? Scoundrel can't get it, and they would just give nanoseer more power. That being said, nanoseer needs all that power, and diluting eyestrike's pool isn't really a problem.
==12==
Rework double vision to, instead of a secondary confusion proc, make it cause a chance to lose balance for 1s. 20% is probably a good number, 35% being the upper limit in my opinion. However, it should never proc twice in a row; that would be immensely frustrating and game breaking in a game that relies on basically maintaining tempo. See clumsiness in other games being fight-deciding.
Nykara
1
Re: Classlead AFfliction Reports
I'm not going to touch on Sensory or on things implemented already, which basically leaves the Mind related stuff:
9 & 10) I'm treating these together because it's all Mind-related.
- Agreed Brain Swelling needs work. Whatever you choose is better than nothing.
- Confusion was nerfed into the ground making it irrelevant in 1v1 and only relevant in groups -- meanwhile confusion does not feature in groups because using Mind in groups is obviously bad. I'd be willing to try the proposed solution to see. But a balance knock is a bit unimaginative and too-strong if combined with the proposed Stupidity/Forgetfulness changes in #9.
- I'd be careful about providing extra hinder to Disorientation, given that other classes with already-strong hinder also have access to Disorientation. I don't see anything wrong with Disorientation. It can make it... disorienting... to try and flee to a specific spot. Sometimes you just wander back into the room you crashed from.
- Stupidity is indeed too-easily defeated by scripts. How is a Mind-route Nano supposed to compete against Crippled Movement when they essentially don't receive anything from getting past the 75% mark? The proposal to merge Stupidity and Forgetfulness at 75% is worth considering. This still wouldn't even be as strong as Crippled Movement even after the nerf to that aff. I do not feel the same remorse as Nykara does above. I mean, Fury has freaking Hallucinations attached to their interrupt... I still can't shake the feeling though that balance knock is a bit unimaginative. I can't really think of an alternative at this time, but there must be a unique and creative solution out there.
Re: Classlead AFfliction Reports
==2==
Solution 1 looks good as is
Solution 2 sensory needs some teeth this adds some, seeing as running away is currently like this in the arena unless the person is enemied **shrug** hmm as long as it's a curable affliction shouldn't be terrible. Nano can already channel traveller and beat any kind of stopping them from just running and scoundrel light armor means they need to run a lot. If proven to be imbal it can be adjusted.
==3==
Solution 1 is interesting, currently crippled movement has been tweaked to 1 sec. Maybe start there and if it's not enough increase. 2.5 sec seems harsh to me because crashing away is a necessity between a couple good fighters.
Solution 2 i like this change to dizzy. there's something weird going on with balancing. Sometimes they don't fall sometimes they do. Not sure what's up with that might warrant looking into
Solution 3 isn't bad, just worried about Nano being -more- tanky than they already are. Makes sense for scoundrel though
==6==
could be combined with ==2== solution 1
==7==
good for nano, 1000 damage attack reflecting 100 at 10% doesn't seem overpowered. recent changes to scoundrel did give them more teeth but if you're using Jaidyn as a standard it's not really fair since he has so many artifacts. 5-10% I don't think would be OP for nano or scoundrel. it is a curable affliction after all not a stuck on system aff
==8==
i think this was partially implemented already so let's see how it goes.
==11==
I like solution 2 and 3 I think solution 1 heavily favors scripters who can manage this easily while others would really struggle.
--> That's it for me, the others I don't know how to respond to. Thanks!! :pleased:
Solution 1 looks good as is
Solution 2 sensory needs some teeth this adds some, seeing as running away is currently like this in the arena unless the person is enemied **shrug** hmm as long as it's a curable affliction shouldn't be terrible. Nano can already channel traveller and beat any kind of stopping them from just running and scoundrel light armor means they need to run a lot. If proven to be imbal it can be adjusted.
==3==
Solution 1 is interesting, currently crippled movement has been tweaked to 1 sec. Maybe start there and if it's not enough increase. 2.5 sec seems harsh to me because crashing away is a necessity between a couple good fighters.
Solution 2 i like this change to dizzy. there's something weird going on with balancing. Sometimes they don't fall sometimes they do. Not sure what's up with that might warrant looking into
Solution 3 isn't bad, just worried about Nano being -more- tanky than they already are. Makes sense for scoundrel though
==6==
could be combined with ==2== solution 1
==7==
good for nano, 1000 damage attack reflecting 100 at 10% doesn't seem overpowered. recent changes to scoundrel did give them more teeth but if you're using Jaidyn as a standard it's not really fair since he has so many artifacts. 5-10% I don't think would be OP for nano or scoundrel. it is a curable affliction after all not a stuck on system aff
==8==
i think this was partially implemented already so let's see how it goes.
==11==
I like solution 2 and 3 I think solution 1 heavily favors scripters who can manage this easily while others would really struggle.
--> That's it for me, the others I don't know how to respond to. Thanks!! :pleased:
Jaidyn
1
Re: A Plea for B.E.A.S.T.
Nykara said:
Whatever do you mean, Nykara? I simply wanted to point out that scoundrel can also deliver the entangled affliction/effect/whatever it's technically called in this case.
Steve
1
A Plea for B.E.A.S.T.
I am writing this letter to beg for mercy for the B.E.A.S.T. class. This is not satire or sarcasm; I am being 100% sincere.
Let me begin with a history lesson. For the first 27 days of Starmourn (from launch, until Jan 11, 2019) there was a concept in the game called 'limb damage'. This concept allowed everyone but Scoundrel to give the mangled left/right leg/arm afflictions, which prevented attacking and standing (as appropriate). Further, they dealt 5%, and were cured like normal by wetwiring. Now, anyone who thinks about that for a few minutes can probably see why it was so terrible. However, when those abilities were removed, most of the classes got some sort of balancing pass to replace what they lost in some way or another.
Most. But not B.E.A.S.T....
When limb damage was removed, POUND was functionally removed as well. You can't pound unless your opponent is prone, and it was very impractical to prone an opponent and keep them there if there was no affliction that would do so. B.E.A.S.T. lost its ability to burst for 7% muscular, which was the only thing keeping it on-par in any given subsys race. BEAST has been suffering for the last 1 Year, 10 Months, 28 days. Now is our chance. Now is the time to make reparations for injustice.
My proposal, which is a simple one, is thus: let POUND work off of an entangled opponent, without them being prone. Entangle is fairly easy for BEAST to give, and being able to POUND off of it would 1) add a lot of the theme back to the class (HULK SMASH is a very real power suit fantasy), 2) give BEAST back some semblance of a chance in the subsys race, and 3) just feel so damn good.
Don't you want to be on the right side of history?
Most. But not B.E.A.S.T....
When limb damage was removed, POUND was functionally removed as well. You can't pound unless your opponent is prone, and it was very impractical to prone an opponent and keep them there if there was no affliction that would do so. B.E.A.S.T. lost its ability to burst for 7% muscular, which was the only thing keeping it on-par in any given subsys race. BEAST has been suffering for the last 1 Year, 10 Months, 28 days. Now is our chance. Now is the time to make reparations for injustice.
My proposal, which is a simple one, is thus: let POUND work off of an entangled opponent, without them being prone. Entangle is fairly easy for BEAST to give, and being able to POUND off of it would 1) add a lot of the theme back to the class (HULK SMASH is a very real power suit fantasy), 2) give BEAST back some semblance of a chance in the subsys race, and 3) just feel so damn good.
Don't you want to be on the right side of history?
-Nykara, B.E.A.S.T. fanatic
Nykara
4