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AnimalFarmWed 12-Sep-07 04:34 PM
Member since 12th Sep 2007
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#19255, "Draining mvs and mana."


          

This is a repost from qhcf.net.

Plague and crimson scourge are already pretty debilitating. I hope I didn't butcher that word. Would it make sense, from both a gameplay and funstick perspective, to not make those two spells/communes drop down into the negatives? All that does is waste the affected's time even more as they try to sleep it off.

What I would propose is that once mvs or mana reach 0, they continue to remain at 0 until the effects wear off. Or, at most, make the cap -100 or some such.

Yes, it is annoying when a shaman or necromancer hits me with a malediction like that. Much more annoying, though, is when an npc does it while I'm out exploring and I don't have a cure for it. I see this as a boost to gameplay and especially fun.

As well, those nice little refresh preps would be more tactical to carry around, in my opinion.

Thoughts? Is this just a rehash?

  

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TopicDraining mvs and mana. [View all] , AnimalFarm, Wed 12-Sep-07 04:34 PM
Reply No immortal champion makes this poster sad. n/t, AnimalFarm, 17-Sep-07 03:01 PM, #10
Reply I don't think this is a needed/good change, so I was qu..., Daevryn, 17-Sep-07 05:09 PM, #11
     Reply I understand., AnimalFarm, 17-Sep-07 06:19 PM, #12
Reply If you nerf it, only nerf NPC plague n/t, Xenoroyal, 13-Sep-07 06:48 AM, #7
Reply I agree n/t, Hopelessdwarf, 13-Sep-07 02:53 PM, #8
Reply This is reasonable. My main problem too. nt, Nightshade, 13-Sep-07 04:18 PM, #9
Reply RE: Draining mvs and mana., Rade, 12-Sep-07 09:06 PM, #4
Reply Totally agree. Tweak plague/scourge! nt, Nightshade, 12-Sep-07 04:37 PM, #1
     Reply There is one thing, A2, 12-Sep-07 06:58 PM, #2
          Reply That's fine., AnimalFarm, 12-Sep-07 08:11 PM, #3
               Reply I've never actually seen that low., A2, 12-Sep-07 11:32 PM, #5
                    Reply Just cap a maximum negative., GinGa, 13-Sep-07 04:26 AM, #6
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