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New Wrench Wand mechanics, and actually balanced healing! ZOMG OP pls nerf

4 replies [Last post]
Thu, 09/15/2016 - 09:15
Quintinius-Vergnix's picture
Quintinius-Vergnix

-Whenever a player has a sword from the wrench wand line equipped in his/her wep slots, an empty bar will appear between the health pips and the shield bar on the UI.

-Striking any mob with the wrench wand (or variants) will fill up the bar by 1/10ths with gold pips. The third swing in a successful combo will fill up the bar by 2/10ths.

-The wrench's charge attack completely empties the bar, and will heal players if the projectile connects with said player. Amount of health healed depends on how much the bar was filled prior to the charge attack. An empty bar will heal 0 hp. The charge has no effect on mobs.

-After 10 or more seconds of no connected attacks against monsters, the bar depletes automatically.

-If there are no other players in the party, the charge attack will self-heal for x amount of hp depending on bar size, and will not fire a projectile.

I'll get the actual alchemy line later, kthxbye

Thu, 09/15/2016 - 11:46
#1
Vidimiy's picture
Vidimiy
You are talking about

You are talking about balanced healing ... ... ... if this is balanced healing my idea is just (as people see it) the most op thing ever... (aka anything that heals you in this game is too op as people like to instantly answer)

Thu, 09/15/2016 - 13:29
#2
Fangel's picture
Fangel
Hmm

I want to say that we shouldn't introduce new UI elements for the sake of a single weapon. The "bars" you speak of could exist but simply be invisible to the player.

Additionally, due to ping issues with other players, a healing projectile is significantly less helpful than, say, an area of effect. Perhaps we could introduce a new mechanic to the projectile that, upon hitting a target or expiring (after X amount of tiles or hitting an enemy, wall, etc) it creates a small explosion that heals teammates and knocks back monsters, dealing the current damage value of the projectile. Think of it like the "stay close!" mender ability.

Additionally, I would say the "healing circle" should only heal a few hearts even at maximum charge. I would say it heals as many pips as the star level at maximum power, and half it between the 5 to 9 period, making the 0-4 hits heal nothing. This means a 5* wand would heal 2.5 pips at 5-9 hits, and 5 pips at 10 hits.

The reset after so long is good, means you can only use it in combat. Respawning enemies already can be abused for heart attack so this is no different there, however it is something to consider when it comes to balance.

Another thing that might be interesting would be if getting hit applied the current heal you have stored to yourself, but negated the charge.

Mon, 09/26/2016 - 05:02
#3
Flash-Flire's picture
Flash-Flire
Sounds good.

Sounds balanced, but maybe (like Fangel said) it shouldn't be in the UI.
Going along with Fangel's idea, it could be that when you get to 5 pips a ring pops up under you that flashes red, and once you get to 10 another appears that flashes blue.
For the alchemy path, what if it was like this:
2*: Wrench Wand
3*: Ironclaw Wand
4*: Darkfang Wand
5*: Dunno, but we need to stop making weapons that don't go to 5*

Mon, 09/26/2016 - 12:17
#4
Quintinius-Vergnix's picture
Quintinius-Vergnix
When life gives you lemons, burn life's house down.

The original idea was to have an Ironclaw sigil that appeared under the player after hitting a mob, and expanded as the player accumulated more "healing charges". Maybe I'll just go with that one instead.

Also, Crimson Caduceus for 5*?

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