Yeah, that would have worked too but Meditation back then worked a lot differently.coffee wrote:I understand your request. However an interruption of meditation happen when enemy aproach in sight could be a better fix when was implemented. Kind of "During Meditation you sense that hostile creatures approach. You stop meditating".edge2054 wrote:I was the one that suggested Meditate not be possible with creatures in sight as a safety precaution back when it stunned. (Accidentally meditating at the wrong time was a death sentence.)
Now that it dazes instead I think it should probably go back to how it was before and the meditating with creatures in sight bit should just be dropped completely.
As discussed in chat if was possible to Meditate when in friendly forces presence could solve escort Melinda mission for example. For other escortees they would have to "help" or be "blocked" in their way. However a non-stop action event still would lack a proper fix.
Another option could be a kind of explicit wanted Meditation with a kind of dialog "there is too much going on. do you have sure that you want meditate?" and then mandatory Meditation.
Basically you'd hit the button, get your EQ back, and then be stunned for 10+ turns. So there was no meditation time really to interrupt.
Shoob suggested the new Meditate and the not meditating with creatures in sight thing is a hold over of the old meditate that I (and I know I'm repeating myself) really think isn't needed anymore.
In fact, having meditate daze and give back X equilibrium a turn (which I believe is how it's supposed to work now) is kinda redundant if you can't meditate with creatures in sight. In other words, there's not much point to it being a daze or being over X amount of turns if no one can run up and smack you to interrupt it

All that aside I like the idea of buffing the jelly/swallow or having a summon give equilibrium somehow, as I mentioned in IRC I think a dryad would be an interesting summon for the summoner.