Originally Posted by Alexstrasza
Great post, Stabbey. The formatting made it enjoyable to read.

For the Spread Your Wings bit, I had an idea for it where when you land, it blows away a circle of terrain effects around where you land. Y'know, like your wings are gusting away the fire or whatever as you bring yourself to a stop and land.


Neat idea.

This is sort of both Skills and UI related.


[Polymorph][UI] Skill-granting skills should be replaced on the hotbar
Why? - Several Polymorph skills such as Spread Your Wings, Medusa Head, Bull Horns, and Spider Legs, once used, add a new skill to the hotbar. For some reason, it adds this new skill as a separate skill, instead of replacing the one needed to cast it. This has NEGATIVE synergy with the other UI feature which clutters up your hotbar with every single piece of usable junk you've picked up. If you've done the sensible thing and started ignoring the first 2 hotbars in favour of Hotbars 3-5, it makes it hard to find where the newly granted skill has gone, which is an annoyance. There's no reason why we need to see that Spread Your Wings is active while we have wings sprouting from our backs.
Suggested Change: When casting one of those skills, temporarily replace the base skill with the granted skill, for the duration the granted skill is active. This keeps things neat, and keeps the granted skill easy to find. Once the granted skill ends, bring back the base skill to the original spot with the remaining cooldown.


Update to the idea for Taunt/Provoke (see the bottom):

[Warfare] Provoke/Taunt needs major changes
Why? - When a target has no physical armor, there are many other status effects which are better to use on it. Taunt being blocked makes the skill useless in most situations. The patch note from three weeks ago, "Improved Taunting in favour of the Taunter", ignored the main problem.
Suggested Change: This is admittedly tricky. Probably just removing the physical armor save could be an issue. One change at least should be that Taunted characters can only use their normal attack, they are effectively muted and can't use skills, scrolls or potions. Another change might be to adjust it from a short-range caster-centered AoE to a long-range single-target.
EDIT: Maybe combine both those changes... but that still might be annoying if Taunt can penetrate Physical armor. So... wqhat if Taunt lasts for 1 turn, but afterwards, the person is immune from Taunt for the next 2 turns?


Last edited by Stabbey; 09/11/17 01:12 PM.