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Family Based Status Effects

3 replies [Last post]
Mon, 01/26/2015 - 19:07
Supnaplamqw's picture
Supnaplamqw

These effects would be available to all monsters in a family w/o designation to the status effect the family hosts (w/ slimes and gremlins being exceptions).These effects,however,would relatively occur less than other status effects.Also,despite the title,some of these CAN diffuse into other SPECIFIC families,its just those will not only occur less,they will have to have enemies design for that status effect,and wouldn't get their own level.Keep in mind the chances of these status effects occurring go up w/ party amount,up to a bit more than ordinary status effects (accounting the most occurring one) w/ 4 people.

Beast Family:Bleed - Renders knights unable to charge,perform sprite ability,bash or dash
This is the most common out of the family based status effects, and rates are the most consistent when concerning occurrences around different monsters.These diffuse into gremlins and zombies,however at the lowest diffusion rate.

Slime Family:Slimehold - The slime itself launches itself onto the knight's head,causing a desperate struggle for control.This randomly changes one's controls and prevents them from stopping,but player can still shield and dash.
This one is the rarest family based status effect in the game,w/ rather inconsistent monster rates.Only Jelly Cubes,Ice Cubes,and some lichen types can have them,and there's no diffusion.This is only limited to melee attacks,and Ice cubes have the Highest rate of it.

Construct Family:Error! - The error causes knights to gradually lose acting speed and movement speed, while weakening one's ability to defend,dash,or bash
This is a homage to the stun status effect,and occurs most w/ slower,heavier,and more melee based,w/ most being the normal lumber,and the least being the gun puppy.The only diffusion family is the gremlins,but knockers have the status as well.It would take 3-4 seconds for it to get to the severity of stun, but the dash and bash wouldn't gradually weaken.This is the 2nd rarest.Keep in mind that the beyond this there's a big rate gap between family based effects.

Fiend Family:Mesmerize - The unlucky victim struck by this condition will have a difficult time ascertaining the situation as images of the enemy and their attacks will appear faint and may seemed multiplied and distorted, w/ only slight distinction between real and fiction.The bearer also will have trouble knowing whether he's hit or not as his state renders him unable to fathom a reaction that has passed,or learn his body's state
A devilish status for the most devilish enemies in the game.All fiends have relatively low rates w/ moderate consistency,w/ the exception of a trojan,who while can't give this w/ his shield bash,can give it 100% w/ his sword smash.To clarify about the passage above,no damage animation will occur and the health bar won't change.The real enemies and projectiles will be slightly clearer,and knockback won't be taken into account.Longest family status effect,except in the matter of trojans.No diffusion.

Undead Family:Hex - The victim will be like an enhanced version of the totem,working on all enemies instead of zombies.However,these zombies while much,MUCH faster,die in one hit,and won't be able to revive again
This has slight more radius than the 5* haze bombs, and is more popular w/ slower undead,particularly the zombies.Most common of family based statuses.There's diffusion w/ fiends, w/ at a relatively high rate.

Gremlin Family:Cursor - Some attacks will reappear in spots the targeted has recently walked through.The area is marked w/ the same symbol the victim has a second b/f impact,so party members should be wary.
Diffusion w/ constructs.Rate consistency rivals that of beasts,however it loses the title as only Scorchers,Demos,and Mortafires can activate it.Every few seconds the mark comes about on the floor,starting on the victim meaning he has to move away quickly.Attacks that reappear CANNOT travel for over a very few squares, and only one at a time can reappear.All families,however,can have their attacks reoccur through this.

Wed, 01/28/2015 - 18:29
#1
Chaos-Mist's picture
Chaos-Mist
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I like it. Finally someone who's suggesting a boost that would make the game harder and not easier...it's odd how bad that ratio is on these forums. I think they're maybe a BIT over-powered, but hey, the idea is good. If OOO ever took the idea in the first place they probably wouldn't just copy and paste it, they'd edit it and such so rather than suggesting improvements I'mma just give...
+1

Thu, 01/29/2015 - 18:08
#2
Blandaxt's picture
Blandaxt
Hmm...

I love that only monsters can inflict these effects. Kind of gives the monsters more danger and flavor when facing them. Now for my suggestions:

Bleed: I think bleed should also be able to be inflicted by beast monsters and slime sense they have PIERCE damage.

Slimehold: How about while the player has lost control of himself, he temporarily becomes an npc that attacks his friend. His friends can attack him, but the damage that is done is not to his health, but the slime monster on his head. How about it?

Error: It's not a bad effect. Though i'm not sure how it will be implemented.

Mesmerize: Sense this is fiend base family attack, i think wearing fiend specific gear should lower that percentage of this attack happening. Same can be said for other family base effects.

Hex: So hex revives any other monster besides the zombies? Hmm, i'm not sure i like that. If that is the intended effect, i think that effect should last only 2 to 3 minutes an every monster revived is with only one pip of health. This idea seriously sounds over powered.

Cursor: I feel this kind of effect is more like being targeted by satellites and being rained upon with bombardment. I feel, that is much more easier to implement then taking past attacks and throwing them upon the path where the player is going to walk. Though i can be wrong, but i think being targeted a computer that keeps launching air raids is pretty scary too. The air raids could also contain ice, shock, stun, fire and poison status in the bombs they drop. But who knows, which one is easier in programming. your might be easier.

Pretty nice ideas.

Thu, 01/29/2015 - 20:10
#3
Blazeshot's picture
Blazeshot
IHRIITGAD

meh. I said something similar to this on one of Blandaxt's threads. this kind of messes up the balance between monster and knight; almost (but not quite) everything a monster can do, a knight can do, and vice versa.

While i do agree that we could use some game boosts that make it more of a challenge, I don't think this is it

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