We are going to be discussing the general design of Aeonics. Aeonics is the secondary skillset specialising from Rituals for the Institute class of Hallifax, and a tertiary skillset specialising from Rituals for the Sentinel class of Hallifax.
This thread will be focusing on the basic design of the skillset, determining the current problems and finding ways to solve these problems, determining basic mechanical changes, etc.. We will not be going into specific skill changes at this time.
Current Problems (as the administration sees them):
* Aeonics is a skillset which focuses heavily around the affliction 'aeon', generally something that has been regarded by many as a questionable decision over the years, and this has led to the efficacy of the skillset being diminished with recent changes.
* Timewarp is signifigantly weaker than its Temporary Insanity counterpart at this time, both in build methods and not including an actual effect (Temporary Insanity increases slush balance, for example. Timewarp's only effect in the code other than adjusting skills which use it is increasing 'concentrate' equilibrium loss.)
* Aeonics as a skill is not quite useful for the second class which uses it. While this is the case for many of the rituals specialisations, it is not true of all of them and it likely needs to be decided whether this should be status quo or not, and this is a reasonable place to do so.
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