Dec 05, 2005, 06:08 AM // 06:08
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#1
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Frost Gate Guardian
Join Date: Dec 2005
Profession: P/
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Degrees of Conditions
I don't understand why Conditions only come in the flavor of on/off and skills which apply them only increase their duration.
I would have liked to see degrees of severity of the Conditions.
For example, a Curse Necro who specializes in curses can apply a Weakness which has X duration based on skill but the Weakness decreases attack power by Y.
Compared to the ability to create weakness condition of another class (say, Warrior) -- they can also apply the condition for X duration, but at a lesser power Z.
Provides to differentiate the classes a little more and make certain specialities more worthwhile.
Running through conditions and what their degree modifier would be:
Bleeding -- number of degen arrows
Blindness -- percentage to miss
Crippled -- percent slowed
Disease -- number of degen arrows and how easy it spreads
Poison -- number of degen arrows
Weakness -- percentage reduction of attack power
Deep Wound -- percentage maximum health removed
Exhaustion -- amount maximum mana removed (perhaps Elementalists could have a spell which reduces how severe Exhaustion is, call it "Glyph of Endurance ... 10 energy / 2 second cast / 60 second recast ... for 15-45 seconds, spells cast by the user which cause Exhaustion reduce the effect of Exhaustion by 1-6 maximum mana removed" )
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Dec 05, 2005, 06:15 AM // 06:15
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#2
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Krytan Explorer
Join Date: May 2005
Location: Beaverton/OR
Guild: Disciples of Birkler [BIR]
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good idea, but then whats the point of diffferent conditions, why not make them all hexes?
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Dec 05, 2005, 08:49 AM // 08:49
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#3
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Ascalonian Squire
Join Date: Dec 2005
Guild: United Newbies
Profession: W/N
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if they were all hexes, then plague touch would be cursed touch, and it would be too awesomely awesome.
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Dec 05, 2005, 08:53 AM // 08:53
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#4
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Ascalonian Squire
Join Date: Dec 2005
Guild: United Newbies
Profession: W/N
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i like the idea, but only slightly, not sure what impact it would have on the gameplay.. as it is, i kinda rely on the numbers of degen to understand what conditions i have, i dont really have time to look at the picture of the condition and remember what it is (but i'm getting there, as far as memorization goes).
like i said, i'm not sure about this, but my first impression is i like it.
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Dec 05, 2005, 09:46 AM // 09:46
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#5
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Erm no.
Bad idea.
Conditions are easy to apply and remove.
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Dec 05, 2005, 04:07 PM // 16:07
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#6
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Ascalonian Squire
Join Date: Dec 2005
Guild: United Newbies
Profession: W/N
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Quote:
Originally Posted by Tuoba Hturt Eht
Erm no.
Bad idea.
Conditions are easy to apply and remove.
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and if this idea were implemented, that would change?
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Dec 05, 2005, 04:27 PM // 16:27
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#7
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Ascalonian Squire
Join Date: Dec 2005
Location: New Haven, CT
Guild: Neverland Entity
Profession: Me/Mo
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wouldn't this just make the game more complicated then it needs to be?
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Dec 05, 2005, 05:11 PM // 17:11
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#8
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Ascalonian Squire
Join Date: Dec 2005
Guild: United Newbies
Profession: W/N
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probably...
[off-topic]
Elfen Lied rulz #1
[/off-topic]
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Dec 05, 2005, 07:22 PM // 19:22
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#9
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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[off-topic]
Yes... that show was interesting.
[/off-topic]
Anyway, you forgot Daze. And I don't really see the benefit of putting this idea in there. It's not a bad idea, it's just not anything that I think would really make any difference to the game. Also, if bleeding and poison were variable then what would be the difference between the two?
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Dec 06, 2005, 12:14 AM // 00:14
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#10
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Ascalonian Squire
Join Date: Dec 2005
Guild: United Newbies
Profession: W/N
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[ot]
i <3 lucy/nyuu
[/ot]
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