Randomize demesnes

by Narsrim

Back to Ideas.

Unknown2005-06-02 11:04:54
Faeleaf takes herb balance, right? So if you Scourge, and have a good idea how long it takes Barghest to come back, you can get them paralysed before they can get herb balance back if your hexing them *shrug* If you can get Redcap, Scourge, Barghest, it'll either fail, cause them a little health loss and mana loss, or work cause health, mana, def, and paralysis.
Malicia2005-06-02 11:11:03
As I know it, geodemenses can't strip sixthsense, so that's fine, but it's easily the most powerful demesne in lusternia. Hartstone demesne doesn't compare. I've played around in Munsia's, Thaemorn and Sylphas' (though Sylphas hadn't infused runes, which makes it a bit more rough) and I have a harder time dealing with the passive stun, rubble, dust storm, hunger, etc of a geodemesne. Downgrade! smile.gif


And Revan, Munsia is a better druid fighter than Arilyon is. Munsia has less might and lower health and she's proven her skill time and time again. Just because she can't handle a 2500 haymaker doesn't mean that she can't kill.
Shiri2005-06-02 11:12:36
QUOTE(Malicia @ Jun 2 2005, 12:11 PM)
As I know it, geodemenses can't strip sixthsense, so that's fine, but it's easily the most powerful demesne in lusternia. Hartstone demesne doesn't compare. I've played around in Munsia's, Thaemorn and Sylphas' (though Sylphas hadn't infused runes, which makes it a bit more rough) and I have a harder time dealing with the passive stun, rubble, dust storm, hunger, etc of a geodemesne. Downgrade!  smile.gif
And Revan, Munsia is a better druid fighter than Arilyon is. Munsia has less might and lower health and she's proven her skill time and time again. Just because she can't handle a 2500 haymaker doesn't mean that she can't kill.
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Munsia is NOT better than Arilyon. But yes, Geomancy is a lot harder to beat than Druidry, Revan just has this complex that Druidry is better than Geomancy and the only reason we say they don't is because he's better than every Druid out there. (Ahaha.)
Malicia2005-06-02 11:14:20
She soooo is. sleep.gif
Unknown2005-06-02 11:17:31
....HAHAHAHHAHAHAH Munsia better then Arilyon... riiight? I dont believe Munsia can take on Daevos single handedly, no skill is -over- powered, it's just the people who use them dont use them in the right ways. I mean i probably cant take a Haymaker from Daevos, well no i probably could *loves dwarven tankiness* But i do believe now Arilyon will have less health then Munsia, since Ari is a Shadow Faeling, with a whole 9 con.
Malicia2005-06-02 11:51:06
I'm sticking to my opinion. biggrin.gif
Ralshan2005-06-02 13:37:08
Geo demesne can strip sixth sense if the geo is a dreamweaver.
Laysus2005-06-02 13:49:10
I -hate- geo demesnes dry.gif
Unknown2005-06-02 13:56:21
I agree, randomize demesnes, it will make balancing improved mage offense without the demesne easier and make demesnes in general seem less cheesy.
Murphy2005-06-02 14:17:16
Munsia is rediculously easy to kill, is a coward and not a good fighter at ALL.

Hell i'd take her apart with just a set of my crappy hammers
Ixchilgal2005-06-02 21:39:17
Munsia is a horrible fighter.

As for Geomancers Demesnes being better that Druid Demesnes....well, that may be, it may not be. But who can know, since Serenwilde's already admitted they don't know how to use their Demesne anyways.

What the hell, you only -just- figured out to time your Demesne effects? Learn how to use your skills, -then- whine they're under powered.
Terenas2005-06-02 21:45:45
Back to the topic..

I'm all for this randomization. If the admins wanted to let all demesne effects hit at the same time, then they would have done so, not make them run on invididual 10 seconds cycles. Even when you cast Earthquake or Forceflood, all the demesne effects come up at once, but they do not all hit at the same time. Demesne effects should really be looked into, especially with the bugs affiliated with some of them.
Gregori2005-06-02 22:03:53
Setting up a timed demesne takes twice as long as setting up a random demesne and the only way for a demesne to be effective is to time it right. The 8 power skill to have all your effects come up at once, is great in a pinch, but being prepared beats emergency panic button any day. So now you are all complaining that we have to -prepare- for a fight.

In that case, I suggest that Tarot users have to inscribe tarot cards on the fly. How dare they be prepared to just throw a card at me and time it to throw another one too?

EDIT:: If are not smart enough to figure out that 10 seconds after you get hit with something, you will get hit with it again, and prepare for that outcome.. That is not the Mage/Druids fault. Timed Demesnes work both ways. Heck, random demesnes work the same. You will still get hit by an effect 10 seconds from the last time it hit.
Terenas2005-06-02 22:10:24
There is a vast difference though, Gregori. Getting slammed into the ground by Tremors, dustorm blinding, or rubbles hitting you spread out in random cycle is a lot more manageable than getting hit by all those 3 at once. If unlucky, you will get knocked down, stunned, broken leg, blinded, and rubbles hitting for 1k+ damage all at once. Tarot users can't really do that you know, the most they can do is 2 tarots at once, and that costs 8 powers to initiate.
Gregori2005-06-02 22:26:55
QUOTE(Ixchilgal @ Jun 2 2005, 04:52 AM)
I keep hearing that Duststorm gives blindness, but I can't get it to work.

I've tested with easily half a dozen people in the last (in game) year, in the arena, out, whatever.

It never works.  Can someone show me a log of being blinded by Duststorm?
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This in Kaervas' demesne.

Dust suddenly and painfully gusts into your eyes.
* elrxbp-
You are no longer stunned.

I am sure it stripped Sixth Sense too in some log with Kaervas but I can't find it.
Kaervas2005-06-02 22:54:45
Probably because I was def stripping with Undoing, duststorm doesn't strip sixthsense on its own.
Geb2005-06-03 04:35:23
It is amazing all of these complaints I see about demesnes, yet I as a little faeling mage can deal with running through any demesne and not feel like the demesne is overwhelming me. None of the demesne effects alone or in tandem (lined up) are problematic. They are only troublesome if the mage/druid knows how to also layer on active attacks along with them. Even then, it is not really that much of a problem for many of you that I have seen. I still see mages/druids die regularly in their demesnes to decent warriors and guardians/wiccans. Considering that everyone has access to the love potion, it is not that hard to slow the demesne effects down. It will hinder any of your abilities that hit personal enemies, but it will hinder the mage/druid’s abilities even more.

On the other hand, I do believe demesne maximum sizes should be reduced. Having 20 rooms seem to be more than enough in my opinion. The ability to have +100 room demesnes gives a significant advantage to a mage and his/her accompanying allies when battles are fought in his or her demesne. The passive effects are not that powerful, with the exception of hunger, but the ability to break up enemy groups from long range is usually the deciding factor in who wins the battle.

In conclusion, I do believe that the maximum size of a demesne should be reduced to around 20 rooms. I do not agree that demesne effects are overpowered, with the possible exception of demesne wide hunger. I would not be adverse to the number of demesne effects hitting or cycle time of the effects extending the further away from the mage/druid’s location the enemies are. Say 1 to 5 rooms out, normal effects. 6 to 10 rooms out the effects are diminished in power or frequency by 25%. 11-15 rooms out the effects are diminished in power or frequency by 50%. 15-20 rooms out the effects are diminished in power or frequency by 75%. If the demesne is still allowed to be larger than 20 rooms, the only abilities possible in the demesne beyond 20 rooms are demesne summon, travel, sense, center, and demesne watch.
Unknown2005-06-03 13:33:57
For an idea as how to actually randomize them, let's say a demense effect is guaranteed to go off at least once every 10 seconds but is randomized within that time. 15% chance per second, and if the 10th second is reached and one hasn't ticked, it ticks then, while setting a flag so that it won't tick again immediately on the first second of the next 10 after that.

Geb, you've said many times I believe that you'd like to see Mage offense besides demenses improved. I would too. I think that in order for that to happen, demenses need to be weakened a bit, and not making it possible for a mage to do every effect they have at once is better than a flat decrease to damage or afflictions in my opinion.
Geb2005-06-03 14:11:29
I would love to have more powerful active effects in place of a demesne. I fight in enemy demesnes about as much as I fight in my own, so I do understand how powerful they are. I also know that a randomized effect demesne is an ineffective demesne. When the effects are not lined up in any sort of firing sequence, the demesne is very easy to ignore. Only when a mage or druid learns to arrange his or her demesne effects in certain sequences, does the demesne then allow the mage or druid to use his or her other abilities effectively. Randomized cycling of forest demesne effects, sap becomes trivial to cure. Demesne effects placed into a pattern for maximum effect, sap becomes an ability worthy of the 8 power cost to use.
Unknown2005-06-03 14:16:38
But a randomized demense combined with stronger active abilities could end up as strong overall as it is now, while leaving the mage stronger without a demense, and making demenses less effective in group combat all at once I think.