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[suggestion] rework poisoning for a better gameplay experience #93
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another step towards making this game a carebear experience. it started with the traps, evolved, and now this. not to mention all the videos where you take all bit of discovery away. what next? why not enable marking runes in dungeons cause the boss is too far from the entrance? can we keep this game a bit difficult please? thanks. |
hey, can you elaborate on why removing a lot of clicking and making this system more reliant on the character skill is even remotely related to making it a 'carebear experience'? |
I think the game is plenty difficult overall. Taking steps to streamline tedium isn't even in the same ballpark as making a game less challenging. Additionally, nobody is forcing you to look at gameplay or walkthrough videos and I'm not sure why that was even brought up. |
Anything that makes me need to carry less potions sounds good to me. |
To be clear, I'm not jumping on the carebear bandwagon. I guess what I'm trying to say is that from an RP perspective, I don't see how you get bottles and bottles of poison on a blade and it doesn't wear off as blood and gore coat the weapon. What would ALSO make sense to me is to have a stance or something that automatically tested poison skill and reapplied the poison to your weapon when enabled. Just my two cents though. |
I get where you are coming from, but personally, if we are going to make changes, I would prefer to take a more holistic approach to looking at poisoning, and not just making some simple tweaks. What I hear you saying is that the advantages you get for poisoning aren't worth the time and effort to raise, which I do understand. Another way to look at this is, how can we maybe add value to poisoning (beyond just adding extra poison uses)? |
And when we get to have this conversation, we can implement this, but until them I would like to have a character that isn't annoying to play because of pure bad design. |
Currently, when you poison a weapon, you get 18 - poison level * 2 charges on your weapon. With greater poison for example, you get 14 charges on a success on a skill check.
The number is rather low and forces you to poison your weapon again after a couple fights against decently levelled enemies. Wanna fight some big dragons? You better make stops after every two fights to get your weapon coated again unless you are using lightsabers. So fencers (which are probably the people interested in using poisons in the first place) and have no access to broken weapons have a hard time maintaining their damage output, specially against fights with multiple enemy groups unless they are using the setting ([poisons) which only applies poisons on hits with infectious strike weapons (which really limits weapon choice).
So I would propose the following:
the maximum number of poison charges a weapon can have is (poisoning/3). So at 125 poisoning you could have 41 poison charges). When you apply a poison, your weapons gains an amount of poison charges equal to a random number between your poisoning skill /10 to your poisoning skill / 7, so poison level doesnt really factor into this (I fail to see why a weapon could have less lethal poison than greater poison charges), and it reduces the amount of tactical stops you have to make during your dungeon delving to keep your weapon coated and your damage up.
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