As a victim of many of these attacks, i'd agree with some of these changes but not others.<div><br></div><div>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.</div>
<div><br></div><div>The sorcery spell, confusion is also largely useless as a melee attack, it'd be much better if it was the cone attack monsters throw out. Though I take it, that's covered by the mass confusion spell?</div>
<div><br></div><div>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.</div>
<div><br></div><div>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.<br><br><div class="gmail_quote">On 20 May 2010 07:26, Mark Wedel <span dir="ltr"><<a href="mailto:mwedel@sonic.net">mwedel@sonic.net</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><br>
I was thinking over attacktypes some, and while I do not have any plans to<br>
work on this, thought I'd at least record these thoughts before I forget :)<br>
<br>
The general basis here is to make attacktypes that are somewhat balanced, that<br>
will be used by both players and monsters, that are used somewhat frequently (an<br>
attacktype that only 2 monsters use isn't all that interesting) and are not<br>
really annoying. Some was to also clean up some of the attacktypes.<br>
<br>
I'm only going to include attacktypes which I think need changing.<br>
<br>
Confusion: Problem with this attacktype is that you don't want to use it on<br>
monsters, because it makes them move in random ways, making them _harder_ to<br>
kill. If a player gets hit with it, same thing happens, but player can<br>
generally eliminate the effects with spell, scroll or potion. My thought for<br>
this one is to change it so that confused creatures can not do actions that<br>
require thought, eg, cast spells, use scrolls (and maybe wands) - this makes it<br>
less powerful than now, but does make this a bit of a counter for mages.<br>
<br>
Fear: Not as bad as confusion, but it makes monsters run away, which makes them<br>
harder to chase down and kill. As a player, fairly annoying in that it takes<br>
the control of the character away from the player (character will move for X<br>
time running away). Thought here is to change it so recipient suffers AC/WC<br>
penalties (eg, easier to hit feared creature, and harder for feared creature to<br>
hit you). This is sort of the counter for fighters, so something that does fear<br>
+ confusion would counter most classes.<br>
<br>
Paralyzation: Problem is if characters get affected, they just have to hope they<br>
survive - there is nothing they can do until it runs out. The result of this is<br>
that most characters will have a immunity to paralyzation item, which sort of<br>
makes this attacktype meaningless. I don't have a good solution hear, but given<br>
how little this is used, it could probably just get removed all together.<br>
<br>
Drain: Like paralyzation, more annoying - once you are hit and lose exp, other<br>
than killing stuff, no way to get it back, so once again, most characters just<br>
get some immunity item. Players having drain attacks are not that useful,<br>
because the character will get the exp if they kill the creature - only real use<br>
is against other players. Thought here is to perhaps merge it/replace it with<br>
life stealing, so that drain also drains sp and grace. This makes it a fairly<br>
nasty attack if you are losing hp/sp/grace while fighting a creature, but not so<br>
nasty that immunity items need to exist.<br>
<br>
Poison: While good now, this could be extended in many ways. AD&Dv3 made an<br>
interesting change in that most poisons don't do hp damage, but instead damage<br>
stats for a while. So in crossfire, one could have poisons that drain con by 5<br>
points until cured, or drain pow by 10 points, etc. Makes poisons fairly nasty,<br>
and fact that there are multiple poisons makes things more interesting. I think<br>
one way to do this is that items with a poison attacktype also have an inventory<br>
of the poison they do. This then means that for characters, you could have<br>
bottles of poison about you could apply to your sword (sword gets additional<br>
poison attacktype, and poison effect is moved from bottle inventory to sword<br>
inventory) - when you hit, the code finds the poison in the inventory of the<br>
sword, and removes it, and there is some mechanism which says how many<br>
doses/what chance of poison wearing off the blade is.<br>
<br>
Ghosthit: Should be removed, replaced by revised drain/life stealing, and a flag<br>
added to note creature only survives some number of hits.<br>
<br>
Turn undead: Should perhaps get renamed since I think this operates on the gods<br>
enemies, and not just undead.<br>
<br>
Depletion: no real problems, just not anything all that terrible either. You<br>
may fight some creatures that has it, realize a few stats are depleted and go<br>
get a potion of life. Probably more interesting to replace creatures that use<br>
this with life stealing/revised dragin.<br>
<br>
Death: Generally not useful, should probably get removed (not used many places)<br>
- the all or nothing death approach just doesn't work very well in a game like<br>
crossfire.<br>
<br>
Chaos: Not really an attacktype - this is just a special attacktype which then<br>
hits with a random elemental attacktype.<br>
<br>
Cancellation - maybe gets removed - this non hp damaging attacktype just removes<br>
+magic from items, but is not used much.<br>
<br>
counterspell: another one that does no damage, and probably should not be an<br>
attacktype- IIRC what this is really used for is that if a spell hits a space<br>
with this attacktype, the spell doesn't go any further. Than in itself is a<br>
neat feature, but using an attacktype probably is not the right approach.<br>
<br>
Blind: with fog of war, I'm not sure how relevant this really is, plus it seems<br>
to be used in very few places/monsters.<br>
<br>
<br>
<br>
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</blockquote></div><br></div>