Balance Question: Aether Beam "disarm"

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What's the best fix?

Add a low Disarm requirement.
2
10%
Add a high Disarm requirement.
3
15%
Explode for low damage on trigger.
2
10%
Explode for high damage on trigger.
4
20%
Failing the Disarm check destroys the "trap" (no more beams).
1
5%
Failing the Disarm check keeps the "trap" (which will still shoot beams for the expected duration).
8
40%
 
Total votes: 20

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Author
Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: Balance Question: Aether Beam "disarm"

#16 Post by Suslik »

Problem as I see it:
Traps are meant to trigger their effect when, you know, someone falls/steps into them. Aether beam is the only trap that fails terribly when someone steps into it. Besides, it's super unclear that energy-spitting arcane disasterous singularity should vanish when a rabbit steps into it, but the description explicitly states that the spell will obliterate the rabbit if placed directly into it.

Proposal 1:
Change both this spell and that aether explosive spells to look like small portals to aether dimension. Explosive spell would definitely benefit as well since it's rather tough to track its epicenter after a few turns - I just forgot where I cast it. Aether beam will act more predictable and look more thematical as well.

Proposal 2:
I suggest leave it as is when no one steps on it(deal nice AOE), but when someone does, make it suffer(deal better single-target damage) and "disarm". Also it should not matter if someone stepped into the epicenter or it was cast directly inside someone.

jotwebe
Uruivellas
Posts: 725
Joined: Fri Apr 15, 2011 6:58 am
Location: GMT+1

Re: Balance Question: Aether Beam "disarm"

#17 Post by jotwebe »

I'm voting for "don't make it a trap", and since that's not an option, make it have:

a) an astronomically high disarm check
b) do low damage on walking over
c) do not remove on disarm fail

Should mostly work out the same, right?
Ghoul never existed, this never happened!

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Balance Question: Aether Beam "disarm"

#18 Post by malboro_urchin »

jotwebe wrote:I'm voting for "don't make it a trap", and since that's not an option, make it have:

a) an astronomically high disarm check
b) do low damage on walking over
c) do not remove on disarm fail

Should mostly work out the same, right?
I agree; Aether Beam really shouldn't be a trap. Nothing in the skill description makes me think that this ability lays a trap that vanishes meekly when poison ivy steps on it. It's annoying to have to place the beam someplace where enemies won't move to so that the skill functions as described.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

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