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View Full Version : Improving Sacrifice: Which Way Would You Prefer?



Fallen
03-21-2008, 02:28 PM
An X-post of mine concerning the sorcerer's ability to sacrifice. I am hoping to hear from the few PC sorcerers who don't frequent the Officials all that often.

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In my opinion Sacrifice is a great match for the sorcerer profession. The feel of it, and the manner of price we pay seem right to me. I believe the ability was developed in part to help us to be able to have an ample enough mana supply without relying on the Council of Light. However, I also believe that while Sacrifice does help in this effort, improvements could be made which would enrich the ability, as well as further enhance our mana pool with the applicable costs and dangers.

That being said, let us look at the various ways in which Sacrifice could be improved.

1a - Have the timer between Sacrifices be influenced by our ability to control mana. The standard for pures is (I believe) 1x. Most choose to have either a combination of 200 ranks, or somewhere close to that number. Staying AT or below that number of ranks would keep your timer as it is now, and increasing your training BEYOND 1x per level would push the timer down to as little as 5 minutes between attempts at being 2xed in both controls.

1b - An alternative approach to this using the same theme is to make the separate spheres of mana, and the ability to control them continue to be a differing factor in the spell. The more Spiritual mana control you have, the faster you can regain the ability to regain the ability to sacrifice. The more elemental mana control you have, the more mana you are able to convert from the animus of the creature you sacrifice, leading to greater gains.

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2a. Remove the timer from Sacrifice completely, but institute an increased cost for each successful attempt. Your first successful attempt would cost 2 spirit, the next 3, the next 4 or 5, etc. Messaging similar to what we have now would reflect how recovered you are from your attempts to sacrifice.

2b. Remove the timer from Sacrifice, and instead increase the difficulty in successfully sacrificing a target. With every attempt made the chances of sacrificing a creature using the same criteria drops, forcing the sorcerer to either choose lower and lower level targets, or pushing the creature further towards death. Eventually, either the loss of spirit, or the difficulty of the attempt would render the ability useless for some time. Messaging similar to what we have now would reflect how recovered you are from your attempts to sacrifice.

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3. Remove the timer from Sacrifice, and instead institute a reduced returns system which would sharply curtail the amount of mana you are able to receive for your attempts. This system's rate of decline could either be static, or it could be based upon your combined Mana Control thresholds.

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Keep in mind that all numbers used in the above examples are arbitrary. I chose what feels right to me, but if you've a different opinion and still enjoy the general idea of a suggestion, feel free to offer an alternative set of numbers.

Now that I've exhausted my ideas on how to improve sacrifice, I would enjoy hearing which method other sorcerers would prefer. If you've your own ideas, or a blend of different ideas you have in mind, please share. If you would rather the ability not be improved, then state your opinion as to why, and let us all try to respond to Querthose with the courtesy and respect he deserves.

Asha
03-21-2008, 02:39 PM
I love the way it is right now. Not too overused since you just can't.
Any idea I have would probably make it just as useful as it is already by increasing some cost but furthering a reward.

Now I always wanted the sacrifice process to be longer though :)
Think of garrote, but well more graphic.
I dunno, say you make a connection and the creature stops attacking like 'calm' costing you 1 spirit.
you could leave it there and kill to your lesure with a spell then if you like, but if you choose to continue then you simply sacrifice the same creature again, starting the gradual, sexy sorcerer evil slow death, lasting say 10 - 15 seconds? with maybe 3 or 4 descriptions of the creature dropping to its knees - turning deathly white and staring up at said sorcerer - eyes turning white or something awesome - skin growing dried and wasted till theres a horrific contorted mess etc etc you get the idea.
costing say 1 spirit every 7 seconds while gradually returning you sacrifice mana. The end of the sacrifice can be the biggest purge to you, making it worth while to hold on.


And you can cease the process anytime somehow but the creature will just drop dead after you've stopped.

Fallen
03-21-2008, 02:47 PM
In interesting suggestion. I never considered drawing out the length of time it TAKES to sacrifice something to help balance the costs of doing so in a shorter time period, or for greater rewards. I will X-post that on the official boards. Good stuff.

Stanley Burrell
03-21-2008, 02:51 PM
I think when you sacrifice something, it should automatically cast implosion at a post-cap critter somewhere in Elanthia and further dual-castrate Warriors. Sort of underpowered for a sorcie; I know, but, joo'know. Too.

drigore
03-21-2008, 03:48 PM
Put in a fucking sense verb so you know see how low the critter is, instead of guessing all the time and blowing spirit for no reason.

TheWitch
03-21-2008, 04:07 PM
Put in a fucking sense verb so you know see how low the critter is, instead of guessing all the time and blowing spirit for no reason.

After hunting in an area for more than a day or two, you should be able through trial and error be able to figure this out.

IE, a scout with a TD of 351 needs a channeled 705 and two cast 702's and they're ripe for the sacrifice and will return 109. An initiate that stuns on a channeld 705 only needs a cast 702 to be ready, and will return 112. Yea, I'm hunting there three years, but I had that down wayyy back.

But yea, it can be a pain. Sense would be good, so we'll not get it you realize.

Danical
03-21-2008, 04:28 PM
They made it so warriors can tell the freaking stance of creatures in the room.

I don't see why it would be unreasonable to allow sorcs a similar ability.

drigore
03-21-2008, 05:03 PM
Yeah, I know I can guage things, but it's highly annoying when you try and sac something, miss, then kill it with a crap shot of 702.

Latrinsorm
03-21-2008, 05:28 PM
NERF IT NERF NERF NERF NERF OMG NERF SORCS

I thought I would beat Lysander to it. You know I :heart: you guys! :welcome:

Lysander
03-21-2008, 06:37 PM
Everytime a sorc gets an improvement a kitten dies...

http://www.mchenrycountyblog.com/uploaded_images/Cat%20tax-cat%20holding%20hands%20up%20gun%20pointing%20at%2 0him-786944.jpg

Fallen
03-21-2008, 06:49 PM
NERF IT NERF NERF NERF NERF OMG NERF SORCS

I thought I would beat Lysander to it. You know I :heart: you guys! :welcome:

Actually, I was waiting more for Warriorbird, but a bump is a bump.

AestheticDeath
03-21-2008, 07:04 PM
Your 1a confused me a bit, are you talking about harness power, or mana control? Or both.

But no matter what you do, it will still pale in comparison to mana leech.

Fallen
03-21-2008, 07:08 PM
<<<Your 1a confused me a bit, are you talking about harness power, or mana control? Or both. >>

You're right, I used the wrong term. This would have nothing to do really with Harness power. The more harness power training you have, the more mana you will have anyway. This is a tertiary benefit I fixed it.

1a - Have the timer between Sacrifices be influenced by our ability to control mana. The standard for pures is (I believe) 1x. Most choose to have either a combination of 200 ranks, or somewhere close to that number. Staying AT or below that number of ranks would keep your timer as it is now, and increasing your training BEYOND 1x per level would push the timer down to as little as 5 minutes between attempts at being 2xed in both controls.

<<<But no matter what you do, it will still pale in comparison to mana leech.>>>

Indeed, and that's fine. Wizards are probably the most mana intensive pure class out there.

Stanley Burrell
03-21-2008, 11:38 PM
They made it so warriors can tell the freaking stance of creatures in the room.

I don't see why it would be unreasonable to allow sorcs a similar ability.

Actually, they made it so that everyone could APPRAISE critter size/level. You could never tell exact level 100% with WTRICK APPRAISE because it consisted of messages that varied for a three level approximation within roughly ten levels (lesser or greater) than you (an exact like-leveled foe will give you a ditto message, and appraising something 10 levels under scripts as giving you a little bit of experience, which I think is still bugged, unless "experience" is supposed to relate to vanilla combat.)

Er, unless you are referring to PvP, in which case... LOL'kay?

But, you know, you can only really be a Rogue to tell how light or dark a room is... Hmmm, I remember posting this on the officials; and that day, for whatever reason, people were going to kiss-ass skill-hording -- And about four posters came in to argue with me about how irrational it was/is for non-Rogues to discern light gradients, roflz.

Sorry about the intangentiality, which is now a word.

Fornoxx
03-22-2008, 01:27 AM
my 2 cents, I too think its great for sorcerers but, I never use it
I wrack, 5 spirit for double that mana it just to good to pass up.
But I would love for sac to not cost so much for what I gain.
2 spirit points for a CHANCE at 30 mana? Not worth it. But for people
who don't use COL I guess its great. I think it was mostly well thought out
and well implemented