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[Amendment] Air Evocation Nerf/Adjustment (Lanre Cerusil Self-Nerf 1)


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Right now, air evocation can basically block any projectile available in conventional CRP instantaneously within the space of an emote, including multiple projectiles upon the same emote. After seeing this at practice in large-scale CRP, I have thought of a slight rework to the Air Evocation kit that permits the utility to remain (this is the selling point of air evocation, after all) but removing the most oppressive application. This is accompanied by some clarifications that were missing.

 

tl;dr, air shield is now three emotes, redirect reworked to be the main 'insta-deflect' option though it is limited in scope compared to air shield. Some other clarifications.

 

Original - Redirect

 

Redirect [C] — By conjuring a small, though more moderate gust of air, an Air Evocationist may redirect a projectile flung towards them or another, albeit not directly towards that who projected it. 

 

Mechanics

Spoiler
  • An Air Evocationist may conjure a small jet of air to redirect a single projectile coming towards them or another person. This requires [2] emotes to perform [1 Connect + 1 Cast] 
  • The spell will cast off to the side any projectile rushing towards the evocationist or another at the speed of an arrow or slower. While this spell cannot prevent objects going as fast as crossbow bolts (with the exception of Hand Crossbows and similar armaments that take [3] or less emotes to use) it can soften the impact, albeit it will still grant a significant injury. 

  • Should a flaming projectile or spell be caught in redirection, the flame will be put out should the flame be insignificant enough, such as a lit arrow or fireball. 

 

Redlines

Spoiler
  • Requires line of sight for the projectile. Can only be used on a single projectile.

  • May not redirect something at the or another target.

  • Can only redirect small projectiles with 100% success (stones about the size of two fists, arrows fired from bows, crossbow bolts fired from hand crossbows and similar armaments, etc). If used on a larger projectile, it will merely slow down its incoming speed.

  • Can only direct projectiles from spells if they are made of a physical substance. Gausses substances will simply dissipate provided they are no bigger than the 'two fists' size.

  • If the projectile came from a large armament that gives it greater speed (such as a full-sized crossbow, arbalests, ballista), then the spell will merely slow down and lessen the impact force of the projectile, or simply fail to affect it.

 

New - Redirect

 

Redirect [C] — By conjuring a small, though more moderate gust of air, an Air Evocationist may redirect a projectile flung towards them or another, albeit not directly towards that who projected it. 

 

Mechanics

Spoiler
  • An Air Evocationist may conjure a small jet of air to redirect a single projectile coming towards them or another person. This requires [2] emotes to perform [1 Connect + 1 Cast] 
  • The spell will cast off to the side any projectile rushing towards the evocationist or another at the speed of an arrow or slower. While this spell cannot prevent objects going as fast as crossbow bolts (with the exception of Hand Crossbows and similar armaments that take [3] or less emotes to use) it can soften the impact, albeit it will still grant a significant injury. 

  • Should a flaming projectile or spell be caught in redirection, the flame will be put out should the flame be insignificant enough, such as a lit arrow or fireball. This would only be sufficiently effective for flames up to the size of a baseball.

 

Redlines

 

Spoiler
  • Requires line of sight for the projectile. Can only be used on a single projectile.

  • May not redirect something at the or another target.

  • Can only redirect small projectiles with 100% success (stones about the size of two fists, arrows fired from bows, crossbow bolts fired from hand crossbows and similar armaments, etc). If used on a larger projectile, it will merely slow down its incoming speed. In the case of a thrown armament, anything thrown would be slow enough to be deflected by Redirect.

  • Can only direct projectiles from spells if they are made of a physical substance. Gausses substances will simply dissipate provided they are no bigger than the 'two fists' size.

  • If the projectile came from a large armament that gives it greater speed (such as a full-sized crossbow, arbalests, ballista), then the spell will merely slow down and lessen the impact force of the projectile, or simply fail to affect it.

 

Original - Air Shield

 

Air Shield [C] — An Air Evocationist may, by conjuring air either in front of them or around them, create a barrier of air which may deter projectiles flying towards it, though is virtually useless against melee attacks. Often such a barrier is conjured either as a dome or a forward shield of air spiraling upwards. 

 

Mechanics

Spoiler
  • Air Air Evocationist may conjure a defensive barrier of air either in front of or around them, which will deflect any projectile that comes into it in a similar manner to the Redirect spell. 
  • Air may either be conjured in front of the mage in a two meter tall and three meter long barrier over the course of [2] emotes [1 Connect + 1 Cast], able to be sustained for up to [4] emotes with adequate concentration. 
  • Air may alternatively be conjured around the mage in the form of a dome, creating a shield of shifting wind in a three meter radius around the mage which prevents projectiles from entering. Requires [3] emotes to perform [1 Connect + 1 Charge + 1 Cast] and can be sustained for up to [5] emotes with adequate connection and concentration. 
  • Should a flaming projectile or spell be caught in redirection, the flame will be put out should the flame be insignificant enough, such as a lit arrow or fireball. 
  • How well the barriers deflect is based upon tier. 

 

Tier Progression:

[T1] N/A

[T2] The evocationist may conjure a wall of air which may deflect anything flying at baseball speed or lower so long as it flies into the wall and the wall is maintained. 

[T3] The evocationst may conjure a wall of air which may deflect anything flying at arrow speed or lower so long as it flies into the wall and is maintained. 

[T4] The evocationist can now conjure an air dome which will deflect anything flying at baseball speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds higher than an arrow though not at crossbow bolt speed. 

[T5] The evocationist can now conjure an air dome which will deflect anything flying at crossbow bolt speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds of a crossbow bolt, though nothing higher. 

 

Redlines

Spoiler
  • The wall cannot be moved once conjured. 
  • The wall does not prevent anyone from walking through it and is useless in defending against melee attacks, though walking directly through the barrier will prove mildly difficult.
  • The evocationist may only move [5] blocks per emote when maintaining a wall and cannot move or perform other actions while maintaining a dome. 

 

 New - Air Shield

 

Air Shield [C] — An Air Evocationist may, by conjuring air either in front of them or around them, create a barrier of air which may deter projectiles flying towards it, though is virtually useless against melee attacks. Often such a barrier is conjured either as a dome or a forward shield of air spiraling upwards. 

 

Mechanics

Spoiler
  • Air Air Evocationist may conjure a defensive barrier of air either in front of or around them, which will deflect any projectile that comes into it in a similar manner to the Redirect spell. 
  • Air may either be conjured in front of the mage in a two meter tall and three meter long barrier over the course of [3] emotes [1 Connect + 1 Charge + 1 Cast], able to be sustained for up to [4] emotes with adequate concentration. 
  • Air may alternatively be conjured around the mage in the form of a dome, creating a shield of shifting wind in a three meter radius around the mage which prevents projectiles from entering. Requires [3] emotes to perform [1 Connect + 1 Charge + 1 Cast] and can be sustained for up to [5] emotes with adequate connection and concentration. 
  • Should a flaming projectile or spell pass through the air wall, the flame would be put out. In the case of a flamethrower, the air shield could persist for one emote before the flamethrower punches through it. This applies to malflame as well.
  • How well the barriers deflect and their mana cost is based upon tier. 

 

Tier Progression:

[T1] N/A

[T2] The evocationist may conjure a wall of air which may deflect anything flying at baseball speed or lower so long as it flies into the wall and the wall is maintained. 

[T3] The evocationst may conjure a wall of air which may deflect anything flying at arrow speed or lower so long as it flies into the wall and is maintained. 

[T4] The evocationist can now conjure an air dome which will deflect anything flying at baseball speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds higher than an arrow though not at crossbow bolt speed. 

[T5] The evocationist can now conjure an air dome which will deflect anything flying at crossbow bolt speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds of a crossbow bolt, though nothing higher. 

 

Redlines

Spoiler
  • The wall cannot be moved once conjured. 
  • The wall does not prevent anyone from walking through it and is useless in defending against melee attacks, though walking directly through the barrier will prove mildly difficult.
  • The evocationist may only move [4] blocks per emote when maintaining a wall cast at T2 or T3, or [3] blocks when maintaining a wall cast at T4 or T5, and cannot move or perform other actions while maintaining a dome. 
  • Fire evocation or malflame flamethrowers must be maintained in the same direction to punch through an air shield; they cannot be moved until after the air shield is destroyed, or the air shield will remain.

 

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Nice try, I know ur scheming smth sam...

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4 minutes ago, rukio said:

Nice try, I know ur scheming smth sam...

im scheming my toil as a janny

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The evocationist may only move [4] blocks per emote when maintaining a wall and cannot move or perform other actions while maintaining a dome. 


Might I suggest that the evocationist be in RP range for moving with an air wall?

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5 minutes ago, ThatFunkyBunch said:

The evocationist may only move [4] blocks per emote when maintaining a wall and cannot move or perform other actions while maintaining a dome. 


Might I suggest that the evocationist be in RP range for moving with an air wall?

the wall already can't move even if the caster does

 

if you didn't mean that and actually mean a caster moving while maintaining a wall, #rp range seems pretty arbitrary

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39 minutes ago, sam33497 said:

the wall already can't move even if the caster does

 

if you didn't mean that and actually mean a caster moving while maintaining a wall, #rp range seems pretty arbitrary

Eh, just a personal thing yeah. Alot of magics cap themselves off at #RP range or just don't even have a range fully expressed.

Evocation itself doesn't seem to state range unless I am blind. (I might be). And beyond evocation, all magics should have hard set ranges

 

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Sam don’t you touch my air shields I swear to god

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if you upcast air shield to t4/5 are you only able to move 3 blocks as per voidal connection redlines or does that not matter bc its still a spell u learn at t2

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5 hours ago, Lord_of_losers said:

if you upcast air shield to t4/5 are you only able to move 3 blocks as per voidal connection redlines or does that not matter bc its still a spell u learn at t2

t4/t5 air shields are domes so you cant move regardless

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45 minutes ago, sam33497 said:

t4/t5 air shields are domes so you cant move regardless

 

"The evocationist can now conjure an air dome which will deflect anything flying at baseball speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds higher than an arrow though not at crossbow bolt speed. "

 

T4 is when a Air Evoker can actually summon a dome instead of a wall, though I don't think it's a bad change to make it so the T4/T5 Variants retain wall strength but are forced into domes. 

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31 minutes ago, PrimnyaQuorum said:

 

"The evocationist can now conjure an air dome which will deflect anything flying at baseball speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds higher than an arrow though not at crossbow bolt speed. "

 

T4 is when a Air Evoker can actually summon a dome instead of a wall, though I don't think it's a bad change to make it so the T4/T5 Variants retain wall strength but are forced into domes. 

no its ok sam answered im good that was all ty

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5 minutes ago, Lord_of_losers said:

no its ok sam answered im good that was all ty

no hes right, im changing it

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This feels more like a Lanre Cerusil shadow-buff, given all the offensive fire based magic that Air Evo would become unable to counter as well - but I digress. 

 

This fails to tackle the BIGGEST problem with these two Air Evocation Spells: how they essentially make Martials, even Ranged ones, useless, not Fire-Mages.

 

A Fire Evocationist, Azdrazi, Herald, or Naztherak can circumvent an Air Evocationist's Redirect & Air Shield spells with other abilities at their disposal. One could argue a Fire Evocationist wouldn't be able to do so BUT LET'S BE REAL they won't have only this MA, given how voidal magic goes.

 

Whereas a Martial has to get close to do damage, or choose range.

 

Martial: "I'M GONNA USE RANGE HAHA!"

Air Mage: "Lol, no." *[Redirect] Spam*"

*All Martial Projectiles get denied!*

Martial: "OK I'M GOING IN!"

Air Mage: "Nope!" *[Gust] Spam!

*Martial gets continuously pushed backward, until being finished off by another spell (be it from Air Evo, other Magic, or a Jing).

 

My Suggestions:

 

  • Make [Redirect] unable to be utilized to redirect/negate Heavy Projectiles (Spears/Javelins/Pilla);
    • Instead, to redirect or at least stop those the Air Evocationist would have to cast [Air Shield]
    • This way Ranged Martials would have a chance to do something against those mages, who could still simply Brisk Step away if they don't have time to cast Air Shield.
    • A single character is unable to carry many javelins, unlike with arrows and bolts, that can be RPed as infinite without anyone batting an eye.
    • Furthermore, all those heavier throwable weapons are more close ranged than arrows and projectiles shot from bows/cbows, creating a balance.
    • So essentially cast [Air Shield] in time. You don't? Skill issue. Find another way, brisk step, or get hit.

 

  • Have [Redirect]'s Anti-Flame Potency increase with Tier. 
    • T1/T2: Tennis Ball sized
    • T3: Cannon Ball? Whatever is most used to define a medium size.
    • T4: Bigger.
    • T5: Beachball.
    • Other metrics can be used, but the point is I definetively think there should be a scaling system to this. This is just a suggestion with examples, I'm not an expert.
    • Combustive Flame Projectiles should explode on contact; higher reward, higher risk. Those caught in the middle get hurt.

 

  • Likewise, [AirShield]s should endure continuous fire spells for a scaling amount of emotes.
    • T1/T2: Epic Fail
    • T3/T4: 1 emote before the continuous flames get through
    • T5: 2 emotes before the continuous flame pierce the air shield.

 

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3 hours ago, Althea_ said:

This feels more like a Lanre Cerusil shadow-buff, given all the offensive fire based magic that Air Evo would become unable to counter as well - but I digress. 

A single spell, flamethrower, for more than 1 emote of channel (e.g. you cannot do anything else) is hardly a glaring vulnerability. I would never be using a flamethrower against an air shield in the first place on my character, I'd be disconnecting the mage with an illusion.

 

3 hours ago, Althea_ said:

This fails to tackle the BIGGEST problem with these two Air Evocation Spells: how they essentially make Martials, even Ranged ones, useless, not Fire-Mages.

This holds for a single person using ranged attacks, one-on-one. However, with this change, air evocationists can no longer stop the projectiles of 2+ people instantly multiple times as has been demonstrated in multiple large scale crps in the past few weeks

 

3 hours ago, Althea_ said:

Martial: "I'M GONNA USE RANGE HAHA!"

Air Mage: "Lol, no." *[Redirect] Spam*"

*All Martial Projectiles get denied!*

Martial: "OK I'M GOING IN!"

Air Mage: "Nope!" *[Gust] Spam!

*Martial gets continuously pushed backward, until being finished off by another spell (be it from Air Evo, other Magic, or a Jing).

This is just a misunderstanding of magic CRP. There is no reason for you to use range against someone who has air evo, if you run at them they will run out of mana before they do any meaningful damage to you. T5 Gust (the one that actually provides knockback) can be used a grand amount of two times before completely exhausting the caster.

 

3 hours ago, Althea_ said:

Make [Redirect] unable to be utilized to redirect/negate Heavy Projectiles (Spears/Javelins/Pilla);

The problem with this is that it just makes throwing projectiles (2 emotes) the strongest projectiles in the game. Throwing projectiles are already a little stupid - what's the point of having a defensive magic if literally any character can beat it in 2 emotes without any drawback?

 

3 hours ago, Althea_ said:

who could still simply Brisk Step away if they don't have time to cast Air Shield.

This is unsustainable for a mage at high level CRP, as three brisk steps exhaust you of mana.

 

Anyways the point of this is to put it at a fairer power level, not to allow martials to circumvent the entire point of the MA easily. It should take cleverness or numbers to beat out someone who has a specific MA for this specific niche.

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What needs to be amended is tells and telegraphs made specific and their counts unable to be reduced. During concentration based spells, movement is limited to [2] blocks. But voidal magic is getting to the boiling point where nerfs will be either done correctly by the playerbase or made right by management 

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