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New debuff kind: Blindness.

5 replies [Last post]
Mon, 09/12/2011 - 03:13
Atmarozag

This type of debuff means temporary blindness & causes significant accuracy losing. Temporary blindness inflicts on enemies when they affected by very bright light. Exactly it doesn't let ranged enemies get normal precision. Eg: Gun Puppy after its blinding'll shoot its bullets not directly on player because to shot angle'll added some random number (-45o - +45o). So its shot'll be not so dangerous - so blinding weapons're especially efficient against ranged enemies. Also blind doesn't let enemies to cast any type debuff to player (fire, shock etc.). It's useful too - because eg sometimes freezing Howlizers (or something else) bind me onto one place & then i become surrounded without getting one little chance to victory. Also blindness causes some enemies (same as Wolvers) randomly drop onto floor while moving, but not large chance. Last: it makes enemies vulnerable to level floor traps.

Each family of monsters're vulnerable to Blindness, except slimes - because they'ven't eyes.

These weapons can inflict Blindness:

Avenger & all its derived.
Prismatech & all its derived.
Sun Shards & all its derived.

These armor've resist to Blindness:

Mining hat - slight resist to Blindness.
Cyclops cap - slightly makes player more vulnerable to Blindness.
Divine & all its derived - good resist to Blindness.

Also healing units (Silkwings, Gremlin Menders) get weak elemental attack that damages by light & also may to blind player, but it's low using priority &'ll used only when enemy's alone.

Note: for blinded player Chromalisks in stealth mode're absolutely invisible.

Debuff symbol:

here

Fri, 09/16/2011 - 13:57
#1
Atmarozag
up

up

Sat, 09/17/2011 - 03:41
#2
Atmarozag
up

up

Sat, 09/17/2011 - 04:52
#3
Duskfinder's picture
Duskfinder
Wat 'bout Polaris ?

Wat 'bout Polaris ?

Sat, 09/17/2011 - 09:07
#4
Akarinmimiz
Polaris already inflicts an

Polaris already inflicts an ailment though and I wouldn't want to see it lose the shock. Maybe the Supernova? Even though I think the whole point of that variant was to have the explosive rounds without an ailment infliction attached.

However, I fear that this variant of blindness would make things more difficult. I mean, a lot of the gameplay involves knowing where attacks are going and then reacting to either block or dodge them. But this ailment is suggesting enemy attack directions become random. Like it's not bad enough when players are drawing fire in random directions.

Instead, I feel that Blindness, if implemented, should work to reduce the range that enemies can "see". This would serve to reduce the range of projectiles and make it easier to "lose" enemies so they stop chasing you. And for players the obvious being the same thing - that enemies and attacks either can't be seen or are harder to see outside of a shorter field of vision.

A beneficial effect (albeit not quite as useful as inflicting freeze or fire) that doesn't needlessly endanger the player that inflicted it.

Sat, 09/17/2011 - 18:29
#5
Facejuances's picture
Facejuances
It sound like shock

It sound like shock (interrupting enemies normal behaviour, even puppies have that erratic aiming you describe) but without damage.
-why bother changing cyclops and minig hat? they only use is for costume
-Avengers are already very good, any status added would be too powerfull
-gremlin healers could attack before but this ability was removed

The part i do like is to make enemies vulnerable to level floor traps.

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