Dread Skelly armor: every 7 hits by sword healed half of heath line(Vampirism)
Azure guardian armor: every 2 min healed half of health line(Perseverence)
Almirian crusader armor: every 2 min blocked debuff(Protector)
Dread Skelly armor: every 7 hits by sword healed half of heath line(Vampirism)
Azure guardian armor: every 2 min healed half of health line(Perseverence)
Almirian crusader armor: every 2 min blocked debuff(Protector)
passive effects? interesting
can be good give something for underpowered sets
despite everything, 2 minutes for theses effects is too long to make a difference
and already have some ideas in forum about, at least, for the azure guardian set, like give additional resistance 'aura' for all members in party
Yes it's passive. I congratilate you so you can do 10 hit combo, Aureate. It's more interesting then some damage or speed bonus. This vampirism can be after 12 or 13 hits as you wish.
You say armor, what about helms?
Why is the bonus for swords? Plus, each sword is different, you cant make a balanced global bonus dependant of # hits.
Explain almirian "blocked debuff"
@Zeyez "passive effects? interesting"
Duh, all bonuses we already have are passive, or did I miss something?
They probably meant active.
Passive means it contributes something consistently, like a damage bonus. It gives you more damage. Does it wear a top hat and twirl a cane? Nurp. Active abilities would be something that actively happens, like dancing with a top hat while twirling a cane or healing the wearer for normal people.
Wait a solid, this involves healing. Three Rings said no healing outside what we already have ever.
Honestly, I wrong write. I mean set. Also I don't think, so vampirism can be imbalansed if he work after 10 or more hits.
They already said no.
Trying to fight it is like wrestling a refrigerator. Silly and unnecessary.
Well I suggest because bonuses have only fur sets...most of the knights buy fur sets, because they have bonuses, health and ice resistanse
You mean Wolver?
No, that is not the only set with bonuses. Almost all armors give some kind of bonus. Stupid clone.
Little-Juances:
[@Zeyez "passive effects? interesting"
Duh, all bonuses we already have are passive, or did I miss something?]
passive effect is anything that becomes functional when this conditional is satisfied, regardless of the will of the player
ex.: UV resistance and bonus
Active effect would be something the player just decides when work will start
ex.: Guard Bump, immediately after activating the guard
just to clarify the point I did not consider the resistance of armor, for not mentioning
Yes yes, the wolver lines are obviously op when compared to other armor sets, agree to have moar bonuses, but not these bonuses.
"Dread Skelly armor: every 7 hits by sword healed half of heath line(Vampirism)"
7 hits is indeed not a very accurate way. If i get out my avenger, then I would get very less health. More or less it should be counted by the amount of damage you deal, but every depth deals a different amount of damage.
"Azure guardian armor: every 2 min healed half of health line(Perseverence)"
2 minutes is a long time, especially for half a health. One depth can last around 5-10 minutes, so basically you received nothing much. Reduce the time and some patient people can camp out in the clockworks.
"Almirian crusader armor: every 2 min blocked debuff(Protector)"
As stated, 2 minutes is a long time. A passive shield is powerful. It's like charging at the enemy at full speed with 1 jelly shield.
Cd of heal effets and hits of vampirism it's just for example. I want to know what you think about idea of this passives?
Passives are a reasonable idea. I'm pretty sure that Lugui came up with a derpbillion number of ways to implement them in the game. Well, okay, maybe derpbillion is an exaggeration, but there was a post about it somewhere in his thread.
Healing abilities, however, tend to be extremely hard to balance when they're freely available throughout this game. We already have a regular source of health through heart drops and pill drops from monsters, as well as the assorted heart pads scattered across the Clockworks. Vampirism seems to be rather excessive when you take into account the current difficulty of the game, and the fact that there is a perfectly 0kay healing mechanism currently in place.
I'm not really sure how useful the Almirian buff would be, since I don't really find myself suffering excessively from status effects. If I do have trouble (say a Lumber slams into my face), then I use a remedy pill, and they drop frequently enough for me not to need the ability.
MSI bonuses might be worth considering, though. Possibly a brief MSI bonus when shocked and wearing Mercurial lines, but one that doesn't prevent you from the spasms of being shocked? That's... really all I can think of at the moment.
i Think You Made The Skelly OverPowered
But For The Crusader I Think It Helps Alot Due To The Fire Weakness
But Ill Have To Give It a +1
it Would Bring More People To These Lines :D
Nobody loves guns or bombs. :<
Well, if i dont example this weapons...ofc for guns need more hits for restoring and for bombs its kind wierd
wat.
Okay, what are these? How do they activate? Are they meant to be intrinsic effects? Because if so, the healing is ridiculously overpowered for Dread Skelly. You see this Dread Venom Striker of mine? It gets 10 hits in a combo.
Not to mention your suggestion isn't very... detailed...