Glomdoring has the hands-down best mechanical synergy in the game for a long while now.This is a bold claim, (Unintended pun, sorry.) but here goes its reasoning. Assuming you're a complete novice with IRE Combat, first thing you are going to learn is that it's a race versus curing. If you can put in more afflictions and/or damage than a person can cure at a time, they stack and that person eventually dies. Either swiftly, because of vital pressure. Or in a helpless state without being able to do anything, because of the afflictions those are piled on top of each other.
So what does Glomdoring have, that we should discuss them seperately from the other organizations in the game? Let's start with their designed synergy points. Poisons and Bleeding.
So what are the synergy points for other organizations in the game, you might ask?
Hallifax has timewarps.
Gaudiguch has temporary insanity.
Celest, correct me if I'm wrong, has no org-wide synergy focus that every single class can contribute to.
Neither does Magnagora.
And neither does Serenwilde.
So Hallifax, Gaudiguch and Glomdoring are already at an advantage with an overly simplified logic. Let's compare timewarps, temporary insanity and bleeding&poisons with each other.
What's TimeWarp? From AFF INFO TIMEWARP within the game.
<div> When warped in time, you will find the quicksilver defence slower to rise and your</div><div>equilibrium slower to return if disrupted. This effect has a scaling effect depending on how warped </div><div>in time you are.</div>
It's nice, negligible mostly, but not terrible? Well it's something at least, some orgs have nothing at all. What's not written in those lines is that Timewarps when stacked at very high levels allow for Hallifax Guardians to instantly kill their targets. Or that in the presence of a Hallifax Bard, They cause little to heavy damage every time their songs tick. So, synergy it is. Every Hallifax class, can little or more apply timewarps in some way. No one outside of Hallifax can do that. And what timewarp doesn't do is this, they do not really synergize with anything outside of Hallifax. Someone being punished heavily by massive timewarp has little to no use for a Shofangi monk for example. That's how niche it is.
What's TemporaryInsanity? AFF INFO TEMPORARYINSANITY
<div> When temporarily insane, you will find yourself acting as if you were touched by Astral</div><div>Insanity, albeit to a lesser degree, based on how insane you are.</div>
It's a command failure, offensive and defensive both. So, it's better than TimeWarp in my opinion and does cause more ruckus for the target if it was being targeted by anything non-Gaudiguch as well. While it's pretty good, I don't find it that overwhelming to be honest. Very much like Timewarps, Gaudiguch Guardians can instantly kill massively TemporaryInsanity stacked targets and their bards drain more ego&mana with higher insanity levels. Different vitals, yet a mirror match-up to Hallifax.
Now, Bleeding&Poisons.
Bleeding. HELP BLEEDING
<div>When you are hit by a cutting weapon in Lusternia, you will usually begin to bleed. After you begin<br></div><div>bleeding, you'll continue to bleed health points every so often. Your body will gradually clot the </div><div>blood, but this will take time.</div>
What the help file is missing is that clotting consumes mana as well. But as you can see, bleeding is by no means a mechanic that's limited to Glomdoring. Every warrior, every druid, every monk in the game can make you bleed. It's just that whenever you bleed around Glomdoring, you bleed more and consequences are even more dire. So this is already a problematic design flaw, as you can see. Not only Bleeding is a vital pressure that is never useless to have on your target. It also can enable for anyone and anything to kill your target faster, by design. And losing mana to clotting is still very beneficial to Glomdoring as they have the powerhouse of Shadowdancers that can instantly kill anyone below %50 of their mana pool with Toadcurse.
Let's take a quick look at Harbingers' Shadowbeat skillset, bard archetype from Glomdoring.
This means whenever you clot, you lose double the mana or whenever a Shadowdancer uses twists, you lose double the mana.)<h2>BloodyCaps</h2>Any enemy who hears this sound will begin to bleed profusely.<br><h2>Shadowpulse</h2>Personal enemies who hear this haunting tune will find their heartrate increased dramatically, causing additional bleeding damage. In addition, those who bleed profusely will find the melody freeze their blood, causing paralysis.<br><h2>SlaughFest</h2>Barghests, redcaps and slaugh who hear this music will be driven into a frenzy and attack faster than they normally would.<br><h2>NightshadeBlues</h2>Those enemies who hear this sad melody will find that most things that causes their mana to go down will cost twice as much. (
Glomdoring Bards, have 2 songs that directly buff the bleeding damage and amount and another one to increase the mana drain that can potentially come from clotting to enable Shadowdancers. And another one to directly increase the manadrain a Shadowdancer's ents are doing. And if you didn't know how bards function, those songs can be used together, and they actually stack on top of each other. Although I am not sure if they stack with different Harbinger bards, I think they probably do not though. Okay comparing those 4 songs to Hallifax. We've one song, that adds one stack of Timewarp and does little to heavy damage, it scales. And Gaudiguch also has a single song that only does mana and ego damage, which also scales. There're already 3 songs worth difference for us to enable our Guardian archetypes. And that's between the three orgs that thematically have synergies. It's even worse for the rest on that regard.
And Glomdoring monks, Nekotai does have stances to cause more bleeding, et cetera. I do not wish to bore you to death with details, but I want to paint a clear picture where this parity can be observed easily.
Now Poisons for Glomdoring. This will be short. Remember the IRE Combat code. Yeah, Bleeding was feeding the vitals end, now Poison synergy is feeding the affliction stacking end. Now maybe in the past it wasn't actually a huge deal, I do not know. But I feel like, with the new monks potentially throwing off 10 afflictions in one balance. I think every single extra affliction on your target matters. If a Nekotai monk, A Blacktalon druid and a Harbinger fights a Shofangi monk, a Hartstone druid and a Spiritsinger bard. The Glomdoring group can do 3 extra afflictions, without even spending anything, just passively, to their targets. And that's because of the extra passive affliction capability that comes from poison synergy each of those classes have in their skillsets in opposition to their counterparts. And yes, it does actually matter. It matters so very much, if it doesn't, then ask the current high-tier monks why they are using their Beasts to spit, or why do Ascendant monks benefit more from two affliction spitting at once beasts more. This is a very clear cut, offensive advantage that stacks just too well. Yes, Serenwilde at the same time has access to pathtwist, stagtotem in that scenario. But eh... Their usefulness are a bit niche, just utility advantage, if not blatantly useless in today's combat.
So, these are just synergies. But there're other certain advantages to combat tools that Glomdoring has. To my game knowledge, Glomdoring skillsets have the two most fool-proof, least effort-most success aliases coded in the game. In other words, easier to get into combat skills, just spam this forever and you win abilities.
One of them being twist. You just spam a single alias, it drains vitals, is one of the strongest hinders in the game and it progresses towards your kill method. All in one pack. Just earlier today, while I was reading Aetolia Forums for their class balance (because I'm kind of pondering where to go), and I saw someone stating this:
S Tier - Luminary, your hinder is your kill path.
Okay now that does remind of an ability! Albeit, Toad is the actual kill method, twist is still the path to that ender. And it does everything else that's possible to do, as well.
The other skill is Noose, for wyrdenwoods. We've all been novices at one point or another and people kindly adviced to us that we should just have an entangling enchantment so we could spam it on their targets. Or using our bashing attacks on them to help out with the damage. We chose one way and then went with it right? Well! Glomdoring Wyrdenwood novices did not, I assure you! And that's not even the full extend of what Noose is capable of.
So Noose: A regular 2.5s to 3s balance attack, if I recall correct. That entangles your target, while doing a moderate (Roughly 1.2k to 1.5k) %50 cutting, %50 asphyxiation health damage. )Very much like a bashing attack) That costs no power at all, that has no cooldown at all. It also does Bleeding, obviously since Wyrdenwoods are in Glomdoring, duh. And the best part is here... They can also throw either one Rune (Either an affliction or %25 of your maximum mana (Haegl), or Rad Rune) or two Runes for the cost of very cheap 1 power only. OR even better! If the Wyrdenwood is a Dreamweaver that can attach a Blackout mote and the Wyrdenwood can spam a Blackout+Entangle+Health Damage+A bit bleeding for no power cost at all! Note that simply applying blackout on someone costs 3 power for Shofangi. But that's noose for you, grab a novice by hand if they are on entangle spamming duty and tell them that "They can do so much more." Do it today. As a former Glomdoring Envoy has stated once:
(
https://forums.lusternia.com/discussion/comment/183650#Comment_183650)January, 2018 -
Moi said:
I'm planning to ask for a Noose nerf when the Mage/Chemwood Special report comes around. Entangle + runes/motes + damage + bleed is obviously bonkers.
So I do not know what happened to Noose, or if there were truly an effort to change it. But there it is.
So the numbers, the situation. Thank you for reading this far, honestly. But I think this isn't where it ends with Glomdoring. No, and I'm afraid this might be where it gets a bit more personal. If these were the problems, and they mechanically are, in my opinion. These could be fixed. Very easily too. The question is, why aren't they resolved? We're in 2019 for God's sake? Why have all the people given up trying to touch your skillset?. I've read it multiple times from Xenthos' own words. That he believes the players using the skillsets should have more of a say in what happens to their skillsets. Yes, I understand that. And they should. But why didn't the players using those skillsets do something about their own abilities? Why is the game still in this place? Is this seriously not an indicator that something is obviously wrong that most people you've played against are gone? The ones those are still playing against you are slowly but surely getting jaded? And it's completely unimaginable for me to grasp the logic that Veyils advocates,"The game is fun, you guys aren't trying enough and being negative to each other. That's the only problem." Well to that argument, I honestly have no words against. Throw everything out of the window and everyone should retire to Starmourn.
The last argument will be that Admins have a Glomdoring bias, some people share. I just very recently read a comment:
The bias towards Glomdoring has been present for years, in every instance that I've managed to convince myself to try Lusternia again (and again, and again). It's going to continue to be present, and its presence will continue to be denied.
I don't want to believe this is true. And this is honestly very hard to accept as a player, to state that's what they truly believe about a game they're invested in. But I did feel and I still occassionally feel sympathetic to this idea. Despite I don't know who they are, and that I've never interacted with this person not even once. The thing is it's like, I've a long memory of events that were left for administrators to decide, and they... Well, let's just say they were decided in Glom-favor. But I've also grown an administrator allergy in this game with some very good reasons as well, I am very sensitive about when and how I get scolded. Because it happened so many times, whereas certain individuals got away with everything they've done in the game and out of it. I'm sorry
@Orael for backlashing at you like that in a passive-aggressive manner in that other thread. But I just can not overlook how much de-rail Veyils can do and get away with it and only when I finally respond and call him out on that, it's that point we're being reminded we're going off-topic. Deepdown I truly hope I'm just being immature, and over-sensitive, but yeah, there's that too.
Who am I?
Hi, I'm the player of Saz. I haven't played the game for a minimum of 6 months at least, despite I still login, I can not say that I still play nor that I am up-to-date with the most recent developments. My character had always been on the receiving end of Glomdoring, going back to days when he was in Serenwilde. Countless hours of raids, practically always an antagonist to my protagonist during my entire time in Lusternia. Which wasn't "always" a bad thing since I used to enjoy combat, it was just getting tiresome after a while. So yes, I'm potentially (highly) biased about your org. But guess what? I think I'm well within my rights to call myself experienced about you guys and your arsenal as well. But I will try to limit it to numbers and objective facts so this post, if not this thread, can be more understandable for casual reader and therefore more people can realize the situation with Glomdoring.