Armour hits

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Luke
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Re: Armour hits

Postby Luke » Thu May 14, 2015 3:42 pm

Luke wrote:
After a minute of bleeding to a critical location, or if you receive a killing blow, you are dead.
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xochiquetzal
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Re: Armour hits

Postby xochiquetzal » Thu May 14, 2015 3:59 pm

After what Ben and Luke said, I will concede that armour is actually quite useful, but low-end armours aren't especially. Wearing furs seems pointless if after 1 hit they are gone and then you need to cast repair. Nerfing life magic would certainly make events have a higher casualty list, but it also means that healers can't do much, because they would need to conserve all of their essence for healing.

I like the idea of, if you are hit, you only have a minute to live, and can do more than just lie there unconscious. At the nightmare event I was knocked to the ground at -6(?) to the chest, and I was in a particularly dark shadowey part of the room, and everyone else was preoccupied with monsters. I was saved with about 30 seconds before I died. Now, if the rule that you only have a minute were put in place, I would have died. BUT, I would have been able to alert others to my location, or maybe crawl over to Heptab and be like 'heal me plz'. If you are unconscious and bleeding, it takes a really long time before you die, so the chances of dying from bleeding is really quite low. Making people die faster would, I think, make things better because it is more immersive, more realistic, and also it would definitely encourage epic roleplay for those final dying moments.

Increasing cast-times for low-level spells would be good. I do try to avoid just going 'Heal 3', but I will admit to doing it sometimes. Normally, I at least go 'I call forth the powers of Lenamo to heal this man/woman/boy/girl/cat, Heal 3!' Spells not being able to go to 0 essence seems good as well. While using waxing flames and then spamming firebolt for free does sound like fun for you, it takes the fun out of it for other people who maybe wanted to kill the monsters a better way.

Essence shrines could be a fun idea, especially if you put them in the heart of monster territory! You have to fight your way to an essence top-up.
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Stevie
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Re: Armour hits

Postby Stevie » Thu May 14, 2015 4:51 pm

Luke wrote:
Luke wrote:
After a minute of bleeding to a critical location, or if you receive a killing blow, you are dead.


Fair enough, need to pay more attention at work. How do you envision this operating with NPCs/Monsters? Additional random hits as you're crawling/crying would just reduce your time-limit whereas an actual concentrated effort to killing blow would finish you off?

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Re: Armour hits

Postby Dellam » Thu May 14, 2015 5:37 pm

I may have missed someone saying so scanning through but this this last stuff....makes regen very very strong? Unless someone follows you down swinging all the way you're basically right back up again.
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Luke
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Re: Armour hits

Postby Luke » Thu May 14, 2015 5:44 pm

Yeah It's not perfect, it needs work, but maybe regenerate becomes a much longer process, 30 seconds or something. Maybe it stabilises you (you are still fucked up).

So; Regenerate while you are 'dying' - costs 3 essence and stabilises you for 30 seconds. You can only use this ability once. (or something) You continue dying after the 30 seconds.

Regenerate works as normal for the other times. Essentially when dying you have sustained too many injuries to merely regenerate yourself back to health, your body is just too messed up. It can just delay the process.


I think the killing blow would have to be pretty obvious, a nice big death swing to that location. Just to be clear;

Bill the peasant is having a bad day, Frobert the Demon has killed his family, all except his son. Frobert strikes Bill across the chest, the wound is deep and Bill falls to the floor crying and screaming in pain. Jim, his son has a heartfelt goodbye from his dad before he dies. Then flees, swearing vengeance on Frobert.

OR

Bill the peasant is having a bad day, Frobert the Demon has killed his family, all except his son. Frobert strikes Bill across the chest, the wound is deep and Bill falls to the floor crying and screaming in pain.The Demon, intent on killing Bill roars, and with a mighty strike, plunges his sword deep into Bill's wounded chest, instantly killing him.


Both these scenarios are possible.
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Ben
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Re: Armour hits

Postby Ben » Thu May 14, 2015 8:36 pm

Can spells go to 0? Other than fire stuff with specialist perk, I can't think of anything.

I'm not keen on a death count, how about we reduce the time it takes to bleed down instead? Perhaps to 1 minute per point?

Also...killing blows would be a 'no' from me.

At the moment a monster already dies when they hit 0 (almost always) so this would just be something to affect players. I don't want monsters being able to kill someone who's prone: I like monster etiquette where generally they ignore players on the floor so that just makes this good for PvP and if you want to kill a player on the floor, spend a few seconds taking them to -8.
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Re: Armour hits

Postby Hatsuo1980 » Thu May 14, 2015 9:29 pm

There are uniques and circle 6 life spell - ministration and circle 6 fire spell.
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Ben
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Re: Armour hits

Postby Ben » Fri May 15, 2015 9:35 am

Chains of Fire is basically the same as Waxing Flames isn't it? I kinda like that FIre Mages can cast a load of fire magic with little cost, but can see the point raised.

Ministration...16 essence allowing you to do Heal 3 for free for 5 minutes...yeah, it's pretty powerful.

What if for both Chains of Fire and Ministration: you create a 6 foot circle around you where you can cast Fire/Life at -1. If you leave the circle the spell is broken. Fire Mage throws out a load of magic in his circle then people get out the way. Healer needs people brought to them to heal them cheaply?
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xochiquetzal
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Re: Armour hits

Postby xochiquetzal » Fri May 15, 2015 8:04 pm

Seems fair. Maybe also make them spend 1 soul point that comes back naturally after 5 minutes to show that they have to put a huge amount of effort into making the spell successful?
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