Go
back to previous topic |
Forum Name |
Announcements | Topic subject | Several low-level offensive spell updates. | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=3&topic_id=2387 |
2387, Several low-level offensive spell updates.
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
A number of low-level offensive mage spells now have additional power and/or functions if the victim fails multiple saving throws. In general, these are designed to be more significant at lower levels, and not very significant near hero range, for two reasons:
1) The bonuses tend to be fairly flat, or at least scaling slowly. 2) Higher-level characters are more prone to actually wearing gear that helps saving throws, and thus less likely to, say, fail two or three in a row.
I modified nine in this batch, and may continue to do so as small projects as time allows.
Edit on 5/26: Another three or four went live a few days ago. All have effects that are obvious through gameplay.
valguarnera@carrionfields.com
|
2391, possible unintended drawback
Posted by dude on Wed 31-Dec-69 07:00 PM
i had pets fighting a mob while i was invisible and i failed weaken two or three times. the next time it did some damage and brought me into combat. not too big of a deal. just wanted to make sure it wouldn't happened to someone slept as well. not sure if you took care of that or not.
|
2392, Unintendedly awesome.
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
1) That particular feature won't happen if the victim is asleep. Daevryn and I had a discussion about why some people insist on playing necromancers as "sleep or nothing" (which neither of us thinks is desirable), and we're generally more in favor of stand-and-fight necromancers getting a leg up there.
2) I'd be happy if offensive maledictions drew you into combat regardless of whether they dealt damage, so I'm OK with it. 9/10 of the time, it's free damage.
valguarnera@carrionfields.com
| |