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Status Effect: Sleep. How to make it relevant.

7 respuestas [Último envío]
Jue, 05/31/2012 - 18:28
Imagen de Sunless
Sunless

I've been thinking about it... What if, instead of immobilizing the target [as is, it's simply a stronger Freeze] it makes them drop their aim while, simultaneously, it would put the inflicted in a "sleep walking" state. For enemies, that would mean they would wander around until it wears off or until they are hit, perhaps striking at nothing in particular to allow a degree of difficulty [of course, healing is still a side-effect]. I find it would be great for crowd control or a "get off me" status effect when everything is gunning for you and you need some space.

The idea needs some fine-tuning, and I do not know how much of a hassle it would be to code the differing and arbitrary properties... But it seems like a solid idea. Thoughts?

Jue, 05/31/2012 - 18:57
#1
Imagen de Alpha-Stevo
Alpha-Stevo
Well, what about knights?

Well, what about knights? Would it put us on autopilot as we try to hit something?

Jue, 05/31/2012 - 19:27
#2
Imagen de Sunless
Sunless
That's where it becomes a

That's where it becomes a little tricky. Perhaps stripping control of movement, but allowing one to still use their weapon could work... But it does seem a little convoluted. If only PvE were all that mattered...

Vie, 06/01/2012 - 01:21
#3
Imagen de Flowerx
Flowerx
HOORAY

Ouch. Maybe the movement system should be randomly default for a while. :>

Vie, 06/01/2012 - 20:15
#4
Imagen de Kyrie-Phoenix
Kyrie-Phoenix
Sleep Status Suggestion

Sleep Status Suggestion:
-Movement is impaired slightly, meaning players will have a hard time walking in a straight like, same goes for monsters.
-Charging time for attacks is reduced by 1/4(Focusing isn't easy if sleepy and any lower will be bad for Bombers.)
-Range/Reach is reduced by 1/4, players will have to get closer to perform attacks.(+1 for gun users.)
-Accuracy is reduced, attacks are thrown 10% or 25% to the left or right of where the Knight is aiming.
-Players will yawn every few seconds slowing attacks without interruption, this can cause the sleep status to spread with a 25%chance as in real life yawning is contagious.

That is all I can think of that would make sleep status good. Don't think I can really add anything else..

Vie, 06/01/2012 - 21:28
#5
Imagen de Luguiru
Luguiru
You snooze you lose

Sleep was removed because the healing and immobility was overpowered. Making it overpowered in different areas is not how to balance something overpowered to begin with. Excluding shock, every status has an obvious utility: poison cripples the enemy by lowering their damage inflicted while increasing damage taken and preventing them from healing, fire deals damage constantly, freeze keeps the afflicted in place until thawed, stun slows animation speed (attacks, movement, etc.), shock is somewhat of the hybrid between freeze and fire by dealing constant damage and causing the afflicted to spasm, curse causes the afflicted to take damage when they attempt to attack with a cursed weapon (for monsters any attack triggers the damaging effect).

Stun already has a constant movement impairment effect.

Charge time crippling would be overpowered against bombers significantly.

Crippling range would be overpowered against gunners; not as significantly as elongating the charge time for bombers, but still important.

Accuracy would mean having a constant or random redirection of the aimed course. Imagine holding a pistol while flailing your body around everywhere and trying to keep that within a certain angle. It would either be that or as "random" as Crystal line projectiles are fired.

"Yawning" is essentially shock without the slight damage.

We want a new status, not a combination of everything else with more overpowering abilities.

Sáb, 06/02/2012 - 00:39
#6
Imagen de Luxuryknight
Luxuryknight
I just made one up

There is a new topic I made called:" Status effect: Confusion"

Sáb, 06/02/2012 - 00:47
#7
Imagen de Fehzor
Fehzor

I like etherx's idea, except for the part where I can get sleepy from other sleepy knights. The game needs more direction towards teamwork and not the other way around. The staggering of shock makes it a bit OP in my eyes as well.

Another way it could work, would be if the knight were to be slowed down until they "slept". Their movement/attack speed/charge would all be slowed down little by little. If they held still for more than a second, they would fall asleep, and they would be held still for a minute, with no healing.

Sleep reduction could make the knight have less of all of the above effects as well. All in all, a great suggestion that I would love to see in a recent update- it also fits the bill of being 'good new content'.

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