Board |
Ideas.old [context] |
Sender |
Merlyn |
Date |
Sat Jul 2 09:06:38 2016 |
To |
all |
Subject |
Idears |
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New skill/ability to spend your action move charging up an attack for accuracy
or possibly power, but I think accuracy is most fair
2-4 charges and your next active move should be 100% accurate. Proc checks
unaffected. 1-2 charges at least increasing your odds of landing an attack
significantly.
Possibility to aim disarm, with new available targets being: shield, secondary
weapons, held
Power level of buffs and debuffs dwindle as the duration does. I think we
should increase the rate debuffs lose potency per tick. This way, with enough
sleep you can make better use of your curative consumables, and not have to
face such awful odds for so long with cures. Keep -power lvl relative to
ticks, so that sleeping with high vit for -2 tick chances increases potency of
degrading debuff plvls. For an example, my 14 hour blindness just went down
one power level by the time it reached 0 hours (117 to 116 plvl) and my giant
str went down from plvl 87 to 82 in that same time + 1 tick. Spellup lost 5
plvl...and sleeping off the maledict lost 1??? This should be the other way
around.
I like the thing with curse and bless as opposing forces I think. Shouldn't be
too strong. I believe it's just an extra check like with slowing through
haste, weakening through giant str. I'd really like to see an opposing force
to blind as well. It can be pretty rough for fighters. Fourths their attack
rolls, disables a lot of primary attacks, and there's no good wand/staff for
item slot efficiency so you just have to carry a ton of pills/pots. Most of
which even with 2-3x cure blind aren't too reliable, and pots carrying some
lag. Maybe frenzy can oppose blindness? Seeing red, seeing white, seeing
nothing but the image of you harming your foe, etc. Should probably only
affect the blindness spell as I feel dirt kick, spit, and gouge are fairly
balanced.
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