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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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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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AnimalFarm | Mon 17-Sep-07 03:01 PM |
Member since 12th Sep 2007
26 posts
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#19271, "No immortal champion makes this poster sad. n/t"
In response to Reply #0
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Daevryn | Mon 17-Sep-07 05:09 PM |
Member since 13th Feb 2007
11117 posts
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#19273, "I don't think this is a needed/good change, so I was qu..."
In response to Reply #10
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AnimalFarm | Mon 17-Sep-07 06:19 PM |
Member since 12th Sep 2007
26 posts
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#19274, "I understand."
In response to Reply #11
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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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Xenoroyal | Thu 13-Sep-07 06:48 AM |
Member since 05th Jun 2003
93 posts
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#19262, "If you nerf it, only nerf NPC plague n/t"
In response to Reply #0
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Hopelessdwarf | Thu 13-Sep-07 02:53 PM |
Member since 15th Feb 2004
272 posts
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#19263, "I agree n/t"
In response to Reply #7
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Nightshade | Thu 13-Sep-07 04:18 PM |
Member since 30th Apr 2005
125 posts
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#19264, "This is reasonable. My main problem too. nt"
In response to Reply #7
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Rade | Wed 12-Sep-07 09:06 PM |
Member since 04th Mar 2003
157 posts
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#19259, "RE: Draining mvs and mana."
In response to Reply #0
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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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Nightshade | Wed 12-Sep-07 04:37 PM |
Member since 30th Apr 2005
125 posts
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#19256, "Totally agree. Tweak plague/scourge! nt"
In response to Reply #0
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AnimalFarm | Wed 12-Sep-07 08:11 PM |
Member since 12th Sep 2007
26 posts
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#19258, "That's fine."
In response to Reply #2
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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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