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Skill: Favour of Gnak upgrade
Posted: Fri Jan 10, 2025 2:50 pm
by SkullFace
This suggestion is intended to improve WM tentacle pets and bring back tentacle farms. Proposition is to make Favour of Gnak a 90 CP child ability of Binding of Gnak. In addition to pre-existing improvements granted by Favour, all Favoured tentacles are now longer subject to pet decay.
Re: Skill: Favour of Gnak upgrade
Posted: Sat Mar 22, 2025 4:50 pm
by Stretch
I support this evolution of WM as a class that creates more permanent additions to the landscape. Would give the game more interactivity and player-based dynamic content.
I recommend it just as an addition to the existing skill (vs. requiring additional CP investment). With quick mutations already being a separate 60 CP skill, WMs are already having to specialize heavily.
Re: Skill: Favour of Gnak upgrade
Posted: Fri Mar 28, 2025 2:54 pm
by NearNihil
Proposal: Knock it down to a 30CP child skill of Binding of Gnak (yes, less than the parent skill), but it only prevents decay if the Wyrm Master is on the same plane and within a 5 tile radius. Prevents multiple simultaneous lingering tentacle forests by the same WM, and anyone with a bit of resources (invisibility potion, Tracking skill or demon radar skill, possibly anti-invisibility measures) can fairly reliably find and remove the offender while damaging the forest. But it still allows what I think the core of the idea is: extended area denial for funsies.
Re: Skill: Favour of Gnak upgrade
Posted: Fri Mar 28, 2025 8:15 pm
by Repth
How about same neighborhood instead of a distance?
Re: Skill: Favour of Gnak upgrade
Posted: Fri Mar 28, 2025 8:35 pm
by NearNihil
Also works, so long as it's within a reasonable distance of the forest really.
Re: Skill: Favour of Gnak upgrade
Posted: Fri Mar 28, 2025 8:56 pm
by Repth
The most widespread neighborhoods I can think of are voids (where they're actually called "void"), which would be all too fitting for the WM

Re: Skill: Favour of Gnak upgrade
Posted: Sat Mar 29, 2025 3:57 pm
by Stretch
Recommend not requiring the WM to remain in the same neighborhood as like you said this can make them more easily trackable and is a nerf to the skill. Those with tracking can still track the WM of course.
I think that 9 classes (ES, NC, rev, elementalist, WM, IB, DH, seraph, overlord or Stygian DOs) don’t have much to fear from this regardless even if just wandering around blindly, unless they are without armor for some reason. Liches would respawn cheaply and move on or else pets out already and survive. Advocates are very strong and might similarly have few issues. Not sure about archons/EH and lol void walkers (if tentacles could even see them). And any character that knows to enter rooms right after the pet tick is safe.
So even if a WM puts a lot of effort into brewing pots and making tentacles this won’t is not going to change power dynamic much, so don’t see need for tying WM to tentacle location via coding.
A WM who built a tentacle farm is likely to choose of their own volition to remain nearby and continue to add to it since it took so much work to stand up in the first place. Would prefer to give them that choice (and no penalty if they spend an ap cycle searching comps the next neighborhood over).
Alternately could also give tentacles a minor buff if the WM stays close by, e.g. 2 points of soak (for auras).
Tentacle skills are currently a lot of cp without much oomph (aside from meme) so I agree 30 cp is better. Would recommend that 0 cp and just add to existing skill is best