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[✗] [Amendment] Drazi Corruption Quickfix electric boogaloo: Spooks can't hide in their holes patch

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Aehkaj

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Reasoning: The latest corruption patch for Azdrazi effectively kills conflict between the Azdrazi community and spook communities making it illogical and frankly unfun to attempt bringing a fight to a spook lair. 4 units just for standing in a corrupt area is insane, effectively just making it impossible for an Azdrazi to have any casting potential if they're shot once or twice by spells or similar. Basically what im saying here chat is on a server where give and take rp is supposed to be standard, it's silly nuking a CA just for walking into or near your base that's probably filled with multiple redstone doors to hide behind anyways.

 

Current Write: 

 

Thaumaturgy

- Areas effected by a Sacrament of Heith-Hedran or the Ritual of Malediction will corrupt [4] units upon entry and for as long as they remain within. After departure, this drops to [2] units which need to be cleansed.

- Objects affected by the Ritual of Malediction will corrupt [2] units upon consumption.

- Being subjected to the Ritual of Draining will corrupt [4] units.

 

Zar’akal 

- Areas effected by Ra’Ilkgarokk will corrupt [4] units upon entry and for as long as they remain within. After departure, this drops to [2] units which need to be cleansed.

- Devour corrupts [4] units per use.

- Crunch corrupts [1] unit per hit.

- Krimth’vuthrith corrupts [2] units, which cannot be cleansed until the totem is destroyed.



 

Changes:

 

Thaumaturgy

- Areas affected by a Sacrament of Heith-Hedran or the Ritual of Malediction will corrupt Nephilim if they spend extended periods of time in them. If a Nephilim lives in an area affected by a Sacrament of Heith-Hedran or the Ritual of Malediction, they will gain [1] unit of corruption per month as the environment slowly warps them, up to [4] units.

- Objects affected by the Ritual of Malediction will corrupt [2] units upon consumption.

- Being subjected to the Ritual of Draining will corrupt [4] units.

 

 

Zar’akal 

- Areas affected by a Ra’Ilkgarokk will corrupt Nephilim if they spend extended periods of time in them. If a Nephilim lives in an area affected by a Ra’Ilkgarokk, they will gain [1] unit of corruption per month as the environment slowly warps them, up to [4] units.

- Crunch corrupts [1] unit per hit.

- Krimth’vuthrith corrupts [2] units, which cannot be cleansed until the totem is destroyed.

 

 

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Emote times mean you can wait in a lair indefinitely and then start an encounter and only then suffer corruption. OOC time would equally be strange to have.

 

I cannot name a lair which has its entire area covered by one of the listed effects, in which azdrazi are now “suffering” from being unable to use 2 of their spells. I would say having this change instead  require being within LoS and range of actual corrupted land would likely function better, as it both doesn’t render a major weakness to azdrazi a non issue (most CRP ends in <10 rounds and this effectively doesn’t consider non combative encounters without emote timers per side) and likewise doesn’t leave wiggle room to cheese corruption via hidden heiths

 

 

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4 units is a lot, especially when corruption has been buffed throughout all spells. You step a foot into gross land then instantly shot with a quarter of your units being turned corrupt is far too much. Should be gradual. Besides, CRP goes far longer than 10 emotes when you dont know how to emote how to take hits properly

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I personally think you should just remove areas corrupting stuff at all but that's just me. If its VITAL for some reason, I think the area should increase the number of points they get corrupted per source by like 1 rather than corrupting for 4 while in it.

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Seeing as both the mentioned effects can essentially cover an entire lair
AND aren't properly demarcated at all (there is no way for players to tell where a heith hedran effect starts or ends), these effects should be removed outright.

 

It still discourages conflict between the groups by forcing you to go and ask someone to go through the process of cleansing you every time you go and raid a spook lair that has one of these areas.

Furthermore, heith hedran's own lore directly contradicts this by saying it cannot have combative effects;

  • When living, non-necromancers enter tainted land can cause some minor tertiary effects, such as sneezing and coughing.  

    • These effects are minor and subside quickly after leaving.  They do not impact combat or concentration for spellcasting

 

If Heith hedrans are to have a combative effect, there needs to be a proper way to indicate where they start and end. I know that there's one inside of the Black Sepulchre somewhere, but I can't be expected to keep track of something I can't even see for the purposes of this lore.
Heraldry's fear shrine got shelved because stationary security effects like this are kinda poo and super hard to actually keep track of.

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13 minutes ago, ClassyDryad said:

I personally think you should just remove areas corrupting stuff at all but that's just me. If its VITAL for some reason, I think the area should increase the number of points they get corrupted per source by like 1 rather than corrupting for 4 while in it.

Gamma gave a better mechanic for it, I just updated the amend 

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Another edit chat, Flem gave a better better option that's more logical

 

The explanation for the final purposed version is that the corrupted areas aren't even combative to begin with, and instead of them acting as some combat defensive barrier spell nerf mumbo jumbo it makes more sense to apply over long periods of time given a Nephilim is living consistently amongst darkspawn. Rp wins yay

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This lore has been denied.

 

ST have made an in-house fix to this already, which will go live shortly!

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