I have come to you with a trove of information to go over and give your thoughts and feedback. But I have rules!Rule 1: All posts are directed at me. If you have back and forth to do, do it in game or discord, then come back with your summaries. Ideally we will avoid 100 posts of 2-4 people arguing back and forth. If you want to address someone's point in your reply, you can speak to the point. "Regarding the destruction of Alderaan, I think blah". Rule 1 was lifted, we will see if we can keep it civil without it!
Rule 2: Your goal is to convince me of your stance. If you believe the change is bad, you should try to establish why and provide some evidence. If it is good, explain!
I will number them to make it easier to respond by number if desired. Note that some of these are already done. Humor and wit was left for all to enjoy.==2==
Sensory afflictions don't have a whole lot of power, and what power is there is diffused over too many afflictions. Blind, deaf, comm blackouts -- consolidating their effects and improving them overall should help bring sensory to a usable place in the game. This classlead submission should be considered alongside another bug report, which I will specify in comments.
SOLUTION 1: deaf is entirely irrelevant. Comms blackout is weak. Rolling comms blackout into deaf so that deaf blocks every instance (not a chance, but every single instance) of every type of verbal communication, meaning says, tells, crew tells, clan tells, faction tells, deathsights, commerce, etc., would provide a meaningful effect. Even with this change, it still does nothing in a pure 1v1 fight -- it only disrupts group coordination.
SOLUTION 2: blind becomes relevant if it stops people from blocking movement in addition to interfering with look and information regarding player movement. The exception to this effect would be provided by abilities like scoundrel's GUILE BAR defense. It would gain more power if it also hid information regarding what other characters are doing in the room.==3==
EXTRA SOLUTION X: All of the above
Sensory doesn't have enough afflictions to work with, and it has only one affliction that directly affects combat (blurry vision). More direct impact is needed to bring it to a usable place.
SOLUTION 1: New subsystem affliction to replace comms blackout, which I will call "Super Duper Itchy" (that's, erm, my officially recommended name): Channeled abilities take longer to complete, including crash, OR interrupting a channeled ability, including crash, imposes a significant balance loss (I'll put 2.5 seconds on it, though I'm not sure). The way crash works now, you can crash, get interrupted, and crash again immediately, getting away for sure because the crash channel is short. It functions similarly to muscular's crippled movement in some respects.
SOLUTION 2: make dizzy something useful, such as a chance to be afflicted with prone when hit. Note that furies have a defense called balancing that allows them to stay standing instead of getting knocked over all the time. A change to dizzy may require tweaking class abilities, but losing dizzy as it is now is no loss at all.
SOLUTION 3: Nearsighted retains its can't-attack-outside-current-room but also gains a 10% damage reduction to ranged-type attack damage within the room, and blurry vision becomes a stacking affliction that ramps up in how much damage it reduces (I'm thinking 5, 10, 20) instead of just 10%. The rationale here is that sensory offers disruption that only has soft effects that cannot be bypassed, and so it needs some kind of punch, somewhere, in the affliction list so that it directly affects combat. I am not certain I like the numbers for this solution, but I do think nearsighted is too weak and blurry vision could be buffed.
EXTRA SOLUTION X: All of the above==4== (This was left because of discussion about the solution used)
Muscular afflictions do too much hinder, making it the most directly useful in combat. It can substantially reduce damage dealt by an opponent and substantially increase balance costs for that opponent, and, currently, doing both simultaneously is the norm. Toning down either the damage reductions or the balance reductions should be sufficient to help the other affliction categories compete. Damaged limbs do not have a timer to cure, and so it's quite normal to end up with multiple damaged limbs that never get cured or that eat up wetwiring cure ticks for more individually impactful afflictions. Crippled movement (subsystem affliction, not curable except by mending subsystem) is dangerous and much, much stronger than alternatives that impede the ability to move around (read: escape). Myopathy (also subsys aff), on top of it all, is quite good, too. Altogether, it's oppressive hinder, and toning it down a little should help other affliction types compete.
SOLUTION 1: add a timer to the damaged limbs afflictions. They functionally never get cured because of no timer, or, they end up diluting the affliction cure pool. Why timers this isn't already in place is a really, really good question.
SOLUTION 2: reduce crippled movement duration from 2 seconds to 1 second. The trick with crippled movement is that other balance penalty effects functionally stack with this.
EXTRA SOLUTION X: All of the above==5==
For your information, there's a significant number of afflictions that have similar effects and are all similarly useless. I don't think anyone would miss them. Let's get started! The first group, one for each subsystem: Tender, trauma, dazed, stupefied, and vulnerable. For an example of what they do, here's what tender does: "Each stack increases muscular damage by 10%. Can only be given to targets with at least 25% muscular damage." Like the other four afflictions of this design, tender deals no subsystem damage when afflicted and stacks up to five times. That means it takes, on average, about 15 seconds to stack it up (and they get 3 ticks of wetwiring curing in that time) and, in that time, you could do a whole lot better than that. The second group: Spasms, choking, painspike, seizures, and shortcircuit. Here's what spasms does: "Causes periodic muscular subsystem damage. Can only be given to targets with at least 50% muscular damage." I hear that these are less useless because they don't require stacking, but they're still pretty bad because they apply no subsystem damage immediately. Personally, I don't bother with any of these 10 afflictions because they're almost entirely a waste of time, with the possible exception of choking for a scoundrel pushing internals for a forcefeed kill (I haven't bothered adding this in, but it could be done).
"SOLUTION 1," in air quotes -- get rid of group 1. Erase it. Ta-da! No more problem! Free up those affliction names for something more interesting.
"SOLUTION 2": I'm resorting to spitballing ideas, here. Rework group 1 to have direct subsystem damage (say, 100) and possibly have fewer stacks. Say, 3. Or, no stacks at all, and just make it a 25% damage increase to that subsystem. Or a lower percentage, or a greater one. I don't know.
"SOLUTION 3": add direct subsystem damage to group 2 afflictions so that they have an impact right away, and aren't a complete waste of time in case they're cured right away.
EXTRA SOLUTION X: All of the above==6==
Proposal: I'd like to propose a change to BLIND and DEAF, I'd like to have them combined into a skill called SENSORY_DEPRIVATION the conditions would be can't LOOK, see people enter or leave, or hear says. If movement happens cannot see the room entered. This will leave an affliction over for a new skill I'd like to suggest for sensory. Sensory deprivation would do 200 subsys damage to sensory. Thanks!==7==
Proposal: I'd like to propose a new skill for Sensory tree called SENSORY_FEEDBACK. Sensory lacks hinder or damage pressure. As a way to help with that I'd like to see if this affliction can cause 5% damage back on the target when they attack. The idea being that the nervous system is in overload and sensitive to the point of hurting yourself with the exertion of attacking. I'd like to see this give 200 subsys damage to sensory.==8==
Internal subsystem afflictions need to be more impactful. Internal's rejection subsystem affliction hardly every works, making it a very weak subsystem affliction. Coughing blood is pretty low impact, too. Internal bleeding's damage is low, but it does add up over the course of a fight. The overall impression I get from the internal subsystem is that it is slow but steady pressure on vitals that crescendos suddenly, and these suggestions are aimed at shifting power around while staying close to the feel of what we have now.
SOLUTION 1: tweak 1st internal subsystem affliction. increase the power of internal bleeding by having hypertension increase internal bleeding's damage by 50%, or by having coughing blood increase the damage from internal bleeding.
SOLUTION 2: rework 2nd internal subsystem affliction. Make coughing blood the replacement to old rejection, meaning coughing blood is now second in the progression of internal subsystem afflictions. When internal bleeding (the first in the progression) processes, the target loses 0.5 seconds of balance, and displays a visual cue for this to show that the target is sputtering blood (it may do this now, I don't know).
SOLUTION 3: rework 3rd internal subsystem affliction. Tweak rejection and make it the 3rd internal subsystem affliction instead of coughing blood. Increase the chance for rejection to process to 50%.
EXTRA SOLUTION X: All of the above==9==
Mind subsystem afflictions don't keep up. Also, brain swelling doesn't work -- it's definitely not keeping up. My approach is to consolidate stupidity and forgetfulness, which then ramp up, and are followed by a new brain swelling which works to complete the mental breakdown.
SOLUTION 1: tweaked 1st mind subsystem affliction. Stupidity is annoying, but it's not that hard to write a script that handles it no problem. Add current Forgetfulness' effect to Stupidity to make Stupidity meaningful. I suggest renaming it Carelessness, reflecting occasional inefficiencies that may add up to a significant failure in combat.
SOLUTION 2: reworked 2nd mind subsystem affliction. Forgetfulness brings stupidity to where it should be. Rework Forgetfulness to make the target temporarily forget how to perform an action or to suffer a penalty for performing an action repeatedly. Option 1: every time someone uses an ability, that ability has a 3-5 second cooldown added to it after balance is regained (or an 6-8 or so second cooldown added on ability use). Option 2: the affliction tracks the last 3 abilities used. If the ability you use matches 1 of the 3 previous abilities used, you suffer a 1.5 second balance loss. Option 3: like option 2, but a 9 second timer instead. (Note that all classheals have a 10 second normally.)
SOLUTION 3: reworked 3rd mind subsystem affliction. Brainswelling doesn't work. At this point in the fight, things should be going downhill towards a fast conclusion. Brainswelling now applies, at random, one of the following afflictions that the target doesn't have every 5 seconds: acrophobia, disorientation, distraction, encroachment, hallucinations, sluggish, stupefied, vertigo (just throwing some out there). This might not be powerful enough, but it sure is better than literally nothing, which is what we have.
EXTRA SOLUTION X: All of the above==10==
Mind has a few abilities that don't quite do their jobs, for various reasons.
SOLUTION 1: reworked mind affliction. Disorientation now has a high chance (say, 50%) to make movement fail instead of having a high chance (unknown) to send into a random direction. This is the lowest priority of all changes I have suggested for afflictions.
SOLUTION 2: reworked mind affliction. Confusion now has a ~35% chance to proc every time the afflicted character uses an ability. When confusion procs, it knocks the character's balance by 1.5 seconds and inflicts health damage, while still allowing the ability to go through. The damage scales according to weapon + mods + artifacts, as mental damage.
EXTRA SOLUTION X: All of the above==11==
More sensory afflictions or changes.
SOLUTION 1: new affliction. borrow the recklessness affliction's mechanics from Achaea, but rename it something related to feeling euphorically healthy or to wetwiring-to-mindsim communication failure. Option 1: Health shown to be max. Damage taken appears to be set to zero. Despite knowing better, your body's telling your mind and your mindsim that you feel great! Option 2: go with something that is more akin to a complete cutoff of your information between wetwiring and the sim, meaning your health stops updating, and you can't see damage taken and healing done from class heals or from wetwiring health healing.
SOLUTION 2: rework affliction. echoing becomes an affliction that, when the target cures an affliction, echoing causes the reappliction of the cured affliction 5 seconds after it is cured. Echoing expires once it has "echoed" an affliction in this way.
SOLUTION 3: new affliction. add "sensitivity," straight from Achaea. Damage to health received is increased by 10%.
EXTRA SOLUTION X: All of the above==12==
The sensory subsystem needs better subsystem afflictions. See "Super Duper Itchy" the new 1st sensory subsystem affliciton.
SOLUTION 1: new 2nd sensory subsystem affliction. "vitals error". This mindsim affliction causes your current afflictions to be unknown, hides reporting of new afflictions, and hides curing. Your subsystem health is still visible. Wetwiring still cures as normal.
SOLUTION 2: new 3rd sensory subsystem affliction. I'm still looking for an idea, though I'm considering something like the recklessness suggestion in BUG 3844. I'm also considering demented vision, but I'm not convinced it's good enough.
If a change was already implemented, feel free to comment it was done. I will remove the entry to streamline.
Once again, direct all thoughts and feedback at me. Let it begin!
EXTRA SOLUTION X: All of the above