[crossfire] Attacktypes

igniz revolver igniz.revolver at googlemail.com
Thu May 27 05:18:58 CDT 2010


Because of the pace of the game, Paralysis becomes quite useful if you're
being swarmed and as it falls under sorcery, it becomes a useful tool and
you don't have good AOE to throw back at people unless you have a talisman
from another school.

Poison doing ability damage could be attrocious. A weak character could have
their mobility crushed because their strength is now 1. Or their HP reduced
to nothing because their Con is now low, or their MP reserve killed.

The only problem I have with poison now is how long it lasts and how long
you might be expecting to deal with it. Not to mention that it comes from so
many sources.

Then there's the player side in that it's useless to kill things with, but
the sorcery tree has it as a primary offensive tool.

On 27 May 2010 05:58, Mark Wedel <mwedel at sonic.net> wrote:

> On 05/26/10 03:28 AM, igniz revolver wrote:
> > As a victim of many of these attacks, i'd agree with some of these
> > changes but not others.
> >
> > Confusion and Paralyse are nice CC's for a creature or player to use,
> > but their duration is so long and the effects so potent that it's
> > something a player should endeavor to become immune to. If the duration
> > could be reduced, that would be better.
>
>   this may change with other changes, but one issue for most spells is
> expected
> lifetime of the creatures.
>
>  So the problem here is that if duration is too short, the player using it
> against monster doesn't happen much, since the monster is not expected to
> last
> very long anyways.
>
>  Confusion is at least survivable - its annoying, but if you have potions
> of
> healing, word of recall, or other items, one can get out of it.
>
>  But to me, the problem for a player is having monsters wonder around
> aimlessly
> tends not to make them much easier to kill - it typically makes them
> harder.  So
> it almost becomes a purely used monster attribute - maybe not a bad thing.
>
>  paralyze can be effective on monsters, but problem is generally that if
> you
> can paralyze them, you can hit them with something else instead that will
> do
> damage and kill them.  And if duration is too short, that is even a bigger
> issue.
>
>
> > Poison changing to stat damage would be horrific to deal with. The only
> > thing I'd like to see changed about it is the duration of poison and
> > also disease. It seems impossible to overcome disease and poison can
> > last so long. From a player perspective, poison does too little damage
> > over too long a time to be effective against monsters, but for a player
> > - poison can stack up to horrendous levels.
>
>   disease is more an effect, so I didn't include it here.  It also is
> something
> that is much more effective for players to use against monsters than vice
> versa,
> simply because it spreads to other monsters, and in most maps, you have
> mobs of
> monsters.  It perhaps shoul
>
>  Poison is nastier now, but if one is paying attention, usually not deadly
> - if
> one can heal any amount of damage, one can typically survive it.
>
>  A general change I would like to see is just a bit slower combat in
> general.
> So in the case of poison, it may be it drops your stat for 5 points for 20
> seconds, but spreads it out over that time, so initially you are at -1, two
> seconds later, -2, -3, etc.  If a message/indicator shows up, this gives
> the
> player time to do something - drink potion of cure poison, run away,
> whatever.
>
> >
> > Blind is okay, imo, but fog doesn't seem to work for a lot of things. So
> > spells like Steamball are less useful than they should be.
>
>   I stated the issue was with fog of war, blind isn't that nasty.  If I
> know
> where the walls are and where the exit is, even when blinded, I can
> probably get
> to safety.
>
>
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