Originally Posted by
Glarawyn
The alternative fix is to change every damage change item/nano to have a pulser that continuously refreshing the damage type change flag, and fix the stacking order so that Beckoning's effect is "better" than every pulser. This fix is more complacted and would ultimately lead to more bugs ("You are currently executing a nano program, please wait.")
That is an alternative. Also a bit of a straw man.
How about another alternative. The sort of thing that should happen regardless of Beckoning's eventual fate.
First take all the damage override nanos out of the Damage Boost line, where they never belonged, and stick them and Beckoning over here in this already existing line.
Ordered something like this:
Code:
<Hypothetical New Effect for Beckoning that Only Executes on the User>
Poisonous Bite (Higher? Lower?)
Albtraum thingies
MA fist buffs
Enforcer elements
Beckoning (Team Effect)
Additionally, add a check to Beckoning so that it won't execute on anyone with Bracer of Recondite Flames or The Sacrificed Bracelet of Kay equipped.
Now the only real issue left would be what to do with Poisonous Bite, since some advs would surely like to be able to run it but still be able to use Beckoning on themselves without needing to recast Poisonous Bite, which would be the case with SelfBeckoning at the top of the list. Put Bite at the top and you don't get to use Beckoning unless you manually cancel Bite first -- something a lot of people would probably be somewhat content with. More complicated alternatives: Make Poisonous Bite refresh itself in NCU every thirty seconds or something. Or maybe make SelfBeckoning refresh Poisonous Bite if Bite was in NCU when SelfBeckoning executed.
AO needs more stuff like Beckoning, not less.