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Topic subject | Draining mvs and mana. |
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URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=19255 |
19255, Draining mvs and mana.
Posted by AnimalFarm on Wed 31-Dec-69 07:00 PM
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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19271, No immortal champion makes this poster sad. n/t
Posted by AnimalFarm on Wed 31-Dec-69 07:00 PM
n/t
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19273, I don't think this is a needed/good change, so I was quiet. :) (n/t)
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
.
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19274, I understand.
Posted by AnimalFarm on Wed 31-Dec-69 07:00 PM
I try not to post suggestions biased by what I am or have been playing. This is one of those, though. Were I playing a class with that power I'd hate this change. But as a warrior (actually, as a player)...having a cap would be a dream.
No problemo.
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19262, If you nerf it, only nerf NPC plague n/t
Posted by Xenoroyal on Wed 31-Dec-69 07:00 PM
nt
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19263, I agree n/t
Posted by Hopelessdwarf on Wed 31-Dec-69 07:00 PM
n/t
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19264, This is reasonable. My main problem too. nt
Posted by Nightshade on Wed 31-Dec-69 07:00 PM
nt
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19259, RE: Draining mvs and mana.
Posted by Rade on Wed 31-Dec-69 07:00 PM
I thought, and I could be wrong, that this was tweaked a while back so that the regen back to zero was faster than usual. The negative mv and mana is a strategic benefit for the necro/shaman who already have a tremendous number of people who get away by virtue of flee/teleport. Plus it's more realistic for someone who just got over being sick to take a while to heal back to 'normal'.
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19256, Totally agree. Tweak plague/scourge! nt
Posted by Nightshade on Wed 31-Dec-69 07:00 PM
nt
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19257, There is one thing
Posted by A2 on Wed 31-Dec-69 07:00 PM
I always assumed the catch was, even if they stacked a 500 hour plague on you, you only have to cure disease once to get rid of all of it.
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19258, That's fine.
Posted by AnimalFarm on Wed 31-Dec-69 07:00 PM
The annoyance is when the plague IS finally over...
you're resting off not just the length of the plague but the recovery of -1500 mana/mv. This would still ensure those spells and supplications are nasty but the aftereffect not so time consuming.
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19260, I've never actually seen that low.
Posted by A2 on Wed 31-Dec-69 07:00 PM
Never more than -800 I think. And that was the worst in...ten years? My point was if you heal it before it gets that bad. But I agree, it is annoying as hell to deal with if it gets that far. Though, I've also sealed kills as a shaman in lower levels from just that. While they are trying to rest it off, I have worded, healed up and coming back to finish the job. So I'm torn.
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19261, Just cap a maximum negative.
Posted by GinGa on Wed 31-Dec-69 07:00 PM
At about -150 sounds fair, or maybe -200 on both.
You could then make it so losing that much moves/mana hinders your int/wis, and dex/str. So you get some stat loss instead of the hugely stupid -800 whatsits.
Yhorian
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