Slow
Slow
Seriously - why has this not been changed.
Its so firetrucking stupid.
Less than a melee round; and its a guaranteed kill on anyone dismount who needs to move more than a couple rooms.
The early logs I posted - had me at strong moves, hagging out and dying within rooms
Literally every person who uses it stated they were using it to make a point to imms to change it
Any why does it stop vials completely. Like, what stupid dung is this. Those first deaths, I literally quaffed ciders and vials
like by all means; dont give someone 200 free moves, but half? enough they can move? Its game breaking. I haven't heard a single argument for balance.
Its so firetrucking stupid.
Less than a melee round; and its a guaranteed kill on anyone dismount who needs to move more than a couple rooms.
The early logs I posted - had me at strong moves, hagging out and dying within rooms
Literally every person who uses it stated they were using it to make a point to imms to change it
Any why does it stop vials completely. Like, what stupid dung is this. Those first deaths, I literally quaffed ciders and vials
like by all means; dont give someone 200 free moves, but half? enough they can move? Its game breaking. I haven't heard a single argument for balance.
Re: Slow
I didn’t know vials weren’t usable when slowed. I thought you had already quaffed one recently hence were in that refresh state where quaffing more don’t work.
One would think a vial effect would be kind of like a draught for blind. Removes slow effect and you can’t be slowed while under refresh flag.
One would think a vial effect would be kind of like a draught for blind. Removes slow effect and you can’t be slowed while under refresh flag.
Re: Slow
As you may know, Slow works:
1. Lasts only current tic (i.e. between 1-60secs)
2. Does not reduce current move amount
3. Increases move consumption significantly
4. No move regen from vials/ciders/refresh/probably compel
In summary, Slow forces a target to stay still for the remainder of the tic or risk going hag. If target is already hag (like Draz in the recent log and Rob previously in Baer), it effectively holds the target in place.
In my view, Slow is mainly effective in situations where your side is already winning and the weave is used to pretty much guarantee a kill - a dismounted opponent being chased hard so that the increased move consumption/no move regen biting hard.
As such, Slow is what I view as a 'win-more' weave. In general, I greatly dislike such types of weaves (poison is similar conceptually but far less extreme and has solutions eg syrup/vial) and see no place in the modern game as it leaves the opponent with no options to continue the fight except to leave.
In lieu of removal, removing the no-potion mv regen and increasing weave duration would be my recommendation
1. Lasts only current tic (i.e. between 1-60secs)
2. Does not reduce current move amount
3. Increases move consumption significantly
4. No move regen from vials/ciders/refresh/probably compel
In summary, Slow forces a target to stay still for the remainder of the tic or risk going hag. If target is already hag (like Draz in the recent log and Rob previously in Baer), it effectively holds the target in place.
In my view, Slow is mainly effective in situations where your side is already winning and the weave is used to pretty much guarantee a kill - a dismounted opponent being chased hard so that the increased move consumption/no move regen biting hard.
As such, Slow is what I view as a 'win-more' weave. In general, I greatly dislike such types of weaves (poison is similar conceptually but far less extreme and has solutions eg syrup/vial) and see no place in the modern game as it leaves the opponent with no options to continue the fight except to leave.
In lieu of removal, removing the no-potion mv regen and increasing weave duration would be my recommendation