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Attacktype Updates
Tig has been really awesome fixing up Blinding (bit OP, could last like 6-7 seconds and be easy to re-new the blinding effect) and Confusion is just utter ownage, I'd really love to see the two most common (besides physical) attacktypes.
Fire attacktype: should leave a burning effect at the same random chance as Blinding. If lucky enough to land a "burn", they will endure 5 damage for 10 seconds. A weak "burn" would be 2 damage a second, and a strong burn would be upwards of 7 damage a second. I dont consider 20 or 70 damage too strong or two weak for a nice random effect from a strong weapon. Cold attacktype: should leave a "frozen" effect in which the player is either stuck moving until being hit once or slowed down to spar speed for 10 seconds. I believe the frozen effect would be more fitting for Cold, since in the future I see Slow being put into effect to overall slow down the players movement. |
Nice idea. But yeah its up to Tig. :P
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I have a problem with the cold attack type, I think it could really be overpowered and I'm not terribly in favor of luck playing a role in fights so much.
At the moment luck already plays a factor especially when concerning poison, and whether your holy pos runs out or not, adding a freezing element might be too much. And slow already belongs to Aengus who are already too weak, unless slow was fixed to match Cold attack type slow, and allow Aengus to stack both on, I think it'd be equivalent to a nerf on Aengus. |
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regen is what breaks melee combat. being able to pray spam pray and get even more regen is dumb..
regen should be disabled for 10 seconds if you take damage from another player |
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since the spar arena is very much like classic sparring any RNG could possibly ruin it (poison is bad enuf) |
very true, freezing would be gamebreaking in spars. So yeah, a full freeze for 2 seconds or until one hit would be fair. im not worried about mages/rangers adapting to it as they'd get the benefits aswell.
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The thing is, "one hit" would actually be 3-4 hits by the time the prey escapes from a properly executed fast-slash combo. The only fix for this would be emulating the classic UN model by giving a few seconds of "blink" time (temporary invincibility for recovery purposes) but then that just opens the doors to other problems. I like the fire idea, but the cold one.. not so much. |
i think one or two hits for free on a person from a 1/10-1/15 chance of hit is fair... in Spar it's a bit more serious but it can turn a battle around.
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Idk, I just see tons of abuse happening with some sort of "freeze" weapon.
Imagine door traps + freeze? And I think one of the bows has cold attack type (might be ivy). Imagine the power someone has with ranged freeze capabilities? |
I think between 0.1 and 0.5 seconds of freeze time is the most we should see, 2 seconds is very unbalanced, you could land 3-5 hits within that time, which in an arena is a massive chunk of health. But I can see how in regular bmode this would not be such an issue. Why not have the arena free of such weapon effects? Even remove poison and blind to make it more pure.
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If that were the case ^ freeze wouldn't be so bad. (Except in the abusive mannerisms mentioned that are bound to happen).
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I think Battle Admin (Events Master Tool) should be set up to be way more customizable, just having this done would be equivalent to releasing several events.
Not allowing poison, regen, etc. Freeze I think at max 2 seconds, broken instantly upon first hit so the max you'd ever get on a frozen guy is 2 hits or 3 if the enemy is rly slow to move after being hit, and that's a 1/10 chance of happening. compared to burn I think it's pretty equal. in the end, just changing up gameplay a bit would really be fresh and fun |
i'd like to see regen removde completely in spars
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lets continue the attacktype discussion here, for battle admin updates discuss here
edit: would be sweet as hell to see a Chain Lightning effect from electricity attacktype, like 1/5 chance to strike another possible target that's in the area, and if it strikes one target nearby it has another 1/6 chance to go again, and 1/7 for another would be cool to have a sword like that for war |
Idk I'd rather focus on the attacktypes that don't actually work atm. Fear and slow would be neat to see fixed (sup master race balor n aengus.)
I'm generally against game changing procs. We don't really need more effects on the level of poison. Confusion is a bit over the top. Blinding is a good example of how to implement new effects. It doesn't make or break a fight, it just serves as a distraction. Confusion has a pretty disgusting element of rng to it vs casters and melee fighters and completely obliterates archers. For balance purposes you should try to make things less rng dependent. In the case of that lightning suggestion a good way to implement it would be to make every 5 successful hits you shoot out a bolt of lightning. That way you can balance out the numbers more easily. Had it been a random proc and you shoot out 3 bolts in a row it would completely shift the fight. In short: rng bad. |
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would b pretty cool. idk tho that kind of stuff is hard to balance with the different arenas. in open world pvp it'd be neat but in the spar arena it could potentially be devastating for multiple players
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I agree with the additional effects, especially the one for lightning.
Perhaps it could proc an after-shock, multiple hits on the same target due to electrostatic charge after the initial hit. >You are shocked multiple times by the residual electrical charge on your armor! A 20% rate of after-shock and 10% rate of chain-lightning seems interesting to me. >The intense electrical charge shocks another nearby mob! First however, I would like to see the "Acid" attacktype become more common; perhaps it could reduce armor and damage to some degree. >Your armor starts to fizz... >Your weapon starts to corrode... Also, fix fear. |
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