AnimalFarm | Wed 12-Sep-07 04:34 PM |
Member since 12th Sep 2007
26 posts
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#19255, "Draining mvs and mana."
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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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Draining mvs and mana.
[View all] , AnimalFarm, Wed 12-Sep-07 04:34 PM
No immortal champion makes this poster sad. n/t,
AnimalFarm,
17-Sep-07 03:01 PM, #10
I don't think this is a needed/good change, so I was qu...,
Daevryn,
17-Sep-07 05:09 PM, #11
I understand.,
AnimalFarm,
17-Sep-07 06:19 PM, #12
If you nerf it, only nerf NPC plague n/t,
Xenoroyal,
13-Sep-07 06:48 AM, #7
I agree n/t,
Hopelessdwarf,
13-Sep-07 02:53 PM, #8
This is reasonable. My main problem too. nt,
Nightshade,
13-Sep-07 04:18 PM, #9
RE: Draining mvs and mana.,
Rade,
12-Sep-07 09:06 PM, #4
Totally agree. Tweak plague/scourge! nt,
Nightshade,
12-Sep-07 04:37 PM, #1
There is one thing,
A2,
12-Sep-07 06:58 PM, #2
That's fine.,
AnimalFarm,
12-Sep-07 08:11 PM, #3
I've never actually seen that low.,
A2,
12-Sep-07 11:32 PM, #5
Just cap a maximum negative.,
GinGa,
13-Sep-07 04:26 AM, #6
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