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Forum Name Gameplay
Topic subjectBlister agent.
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=34061
34061, Blister agent.
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
Does this do anything besides the damage per tick? So far its sorta underwhelming. Does like 3 injures over 3 hours and they get a saving throw.
34066, Nevermind, figured it out. n/t
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
n/t
34067, Uh, okay, I guess it's a secret then?
Posted by Splntrd on Wed 31-Dec-69 07:00 PM
Thanks for deleting my post with no feedback as to why. That's really obnoxious.
34068, RE: Uh, okay, I guess it's a secret then?
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
They didn't. It looks like they restored the entire forum database to like, yesterday mid-day.

I had to repost the one above because it was gone.

And re: secrets, I'll post a FAQ when I'm done with the class but I'm cool with people not knowing what I'm capable of until the char is finished.
34069, RE: Nevermind, figured it out. n/t
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
FYI, besides the stat penalty, it does two other things that I know of.

Also, you might find it does more damage against some of your enemies than others, or in some situations more than others.
34070, Also FYI
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
I've tweaked this skill up half a notch as of next build.
34072, RE: Also FYI
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
Thanks homie.
34128, Also also FYI
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
I've added a little more information to the BA helpfile.
34143, RE: Also also FYI
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
Any thought to having some sort of ability to test things on yourself in game?

It feels OOC as #### to have to test stuff out on someone and have them describe the results to you.
34145, RE: Also also FYI
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
>Any thought to having some sort of ability to test things on
>yourself in game?

Because no one was ever planning for this and the infrastructure as is does not support it well, it'd probably require custom code in almost every skill you could do it with.

So, probably not unless someone comes up with a more clever way to do it.
34152, RE: Also also FYI
Posted by Splntrd on Wed 31-Dec-69 07:00 PM
A magical wooden practice dummy in some obscure place. It has a ####load of hp, high regen, and won't hurt you. You can't learn skills off of him, but if you beat up on him for awhile and say a key phrase, he'll moan and grumble about his various ailments.


combatcombatcombat flee;return.
You say 'Mumbojumbo.'
A practice dummy cradles his broken wrist and says, 'You heartless bastard! I'll need at least 5 hours to recover my strength.'
A practice dummy hops up and down on foot, holding the other gingerly, 'I never saw those caltraps coming! I'll be crippled for almost a day!'
A practice dummy looks down at his glowing torso with disgust and says, 'Good thing this will be gone in a short time, I look terrible in purple.'

You hit a practice dummy over the head with a blackjack!
A practice dummy snores loudly.
A practice dummy snores loudly.
A practice dummy snores loudly.
A practice dummy wakes and stands up.
You say 'Festlethrum.'
A practice dummy grumbles and rubs a conspicuous lump on his head.
A practice dummy says 'Right now I'd kill for some coffee and a full night's sleep.'

This way you could get SOME of the information or at least have some idea of what things do IC.
34154, RE: Also also FYI
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
It should just act like that guy in the inn who does idents and read off his affects list.

I guess though that probably wouldn't help much with stuff like blister agent and abrasive powder. I'm just thinking through the spellcasting piece, I'd never know it did that if Nep didn't update the help file. I'd have to find a PC who is a spellcaster have them report to me what it did as I used it on them.

By the way, what does abrasive powder do? The helpfile is sort of vague. It sounds like it could hamper movement, or decrease dodge, or maybe just a -dex malediction, etc. Does it kill regen like plague? Or just decrease it slightly?

Its really hard to tell what these things do :(.
34239, Discern magic-like edge?
Posted by TrapperJohn on Wed 31-Dec-69 07:00 PM
I think an ability to discern the affects of your physical attacks on your foe would be awesome, and greatly alleviate the OOC/elite curve of CF for some skills. Problem is, it'd probably be much easier to code to see the effects on all players/mobs, rather than only the ones that you yourself hit/affected.

Maybe it is easier to create a dummy that you can hit and he reports to you. Maybe it is easier to be able to just hamstring yourself (unless a poisoner suggests you do it :p ).
34063, Ouch, that's pretty sucky. nt
Posted by Daning on Wed 31-Dec-69 07:00 PM
nt
34064, Yeah, posted this hoping they would beef it up a bit to be more useful. n/t
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
n/t
34062, *sigh* -nt-
Posted by Mekantos on Wed 31-Dec-69 07:00 PM
asf
34065, RE: *sigh* -nt-
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
I feel like if you point out things that are bad with a class then you're more likely to get them resolved.

Stench Cloud and Smoke Bomb are pretty decent, so far blister agent is super terrible and the levels that you get direction/damage trap at are way too high.

I'll keep posting my feedback, hopefully these things will get ironed out. I'd like to see general comments from other trappers that are more helpful than "sleeping traps shouldn't give sleep protection". If you're reasonable in pointing out balance issues the Imms are usually reasonable about fixing them.
34075, @#$@ you and Sleep Protection Timers. -nt-
Posted by TrapperJohn on Wed 31-Dec-69 07:00 PM
nt
34077, RE: @#$@ you and Sleep Protection Timers. -nt-
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
Tbh, I feel like knocking people out is overrated given you have hide and sneak. Would rather apply a technique of "wham, bam, thank you maam" cheap shot tripping after blowing some stuff up in their face.
34079, probably better tactic, but...
Posted by TrapperJohn on Wed 31-Dec-69 07:00 PM
My trapper was a binder/trapper, and I envisioned all kinds of fun tactics involving sleeping, binding, and bleeding, and couldn't imagine they'd tweak OP'd KO traps.

It's one thing to say you can't stack ko traps in a room anymore - but then to also say Plus, you can't jack them now either if you are gonna even try to KO trap 'em.

unless of course, the % for a trap to hit goes up...

Anyway, now... the way to go is to use ko traps as a possible way to stop someone who escapes you, a trap one room over.






34080, RE: probably better tactic, but...
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
Use damage traps for if they escape you, prog'd gear to make up for your lack of third/fourth attack and garrote/blackjack for sleep/bind.

I don't see the incentive to use knock-out for the initial hit given the super high success rate of garrote/blackjack - plus you're catching them without giving them a chance to enlarge.
34081, To cover more ground...
Posted by TrapperJohn on Wed 31-Dec-69 07:00 PM
trap a few high traffic junctions on eastern - if they are poking their head out of galadon you have a chance to get them even though you yourself are patrolling the other end of the road.

But, say the miss the trap. Now they are looking for you because they know you can't jack them. Why did you ever put a KO trap anywhere on the road in the first place?

It's not even that KO traps are that great a tactic - it's that they go from being an option to being a mistake.
34087, RE: To cover more ground...
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
Sounds fine balance wise. You were given a choice between covering a higher ground with a lower success rate and less risk or having a shorter area with a higher success rate but more risk. There's a trade off, both have advantages and disadvantages, so what's the problem with it?
34091, low risk/low success should negate the other tactic?
Posted by TrapperJohn on Wed 31-Dec-69 07:00 PM
I'm fine with low risk = low success. But low risk = low success + no high risk/high success option for 4 hours is overkill -- it's a penalty for trying the KO trap, a penalty that was introduced to trappers despite the path being imbalanced to begin with, and with that penalty, the disadvantages outweigh the advantages so much that KO trap is reduced to a niche option - but this is the *trapper* path, not the thugs with tricks path.

Back when I posted this on the bug board, Daev even said "maybe the % to land should be upped".

I don't want to do nothing but KO traps, I just want the choices/tactics to be more interesting for the player, and I don't think many players would say the way it was before was overpowered/unfair.

KO traps were nerfed from being able to:
* put multiple KO traps all about to up your odds of KO'ing victim
* wake them and have them flee into another KO trap and maybe fall asleep again
* jack them again after they wake up from a trap
* jack them after they've missed a trap

I'm thinking only one of these should be returned, and of course, I question that traps needed to be nerfed instead of say... duo dimension :p
34102, Why couldn't you jack them?
Posted by Pro on Wed 31-Dec-69 07:00 PM
Or are you refering to the sleep timer?