Idea for potions
Old 01-10-2010, 12:24 PM   #1
Minroth
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Jeff,

One idea ive had recently for the forthcoming potions skill is various types of poisons that could functions as counterparts (debuffs) for those potions already mentioned which would enhance actions or attributes for combat.

Rather than imbibing these poison, they would operate as do enchant stones allowing players to coat a weapon in 1 of a number of poisons prior to a fight which would remain active on the blade or arrow (which would also compensate for the current inability to enhance arrows) for the duration of a single combat.

Blindness: as per existing mechanic

Weakness: player loses 25% strength for duration of single combat

Vertigo: (swirling screen effect perhaps) with either increased chance to miss opponent or chance to hit own pet (effectively arresting pet actions for the duration of combat)

Paralysis: Inability to attack for 5 seconds

Palsy: inability to dual wield (attacking with only main hand weapon) or else nullifying double strike capability for 10 seconds or adds 50% delay on gem pouch draws.

Fever: doubles all energy costs for gems for the duration of combat

Senseless: Doubles all mana costs for gems for duration of combat

These are a few effects ive come up with, but others could perhaps suggest others.

Another benefit of this addition to the game would an expansion of the options (currently few) for Rogues to utilise their class innate ability in the use of poisons.

This would also provide a further incentive for players to spend time on their crafting skill since each poison would (like its counterpart potion buff) scale in effect by tiers allowing for lesser debuff of lower tier poisons against the positive effects of higher tier buff potions, and vice versa.

Thoughts?
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Old 01-10-2010, 12:26 PM   #2
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...you could have just posted on the other poition ideas threads...
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Old 01-10-2010, 12:27 PM   #3
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sorry didnt even notice there was one. :/
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Old 01-10-2010, 09:50 PM   #4
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I really like this idea... better than most of the other ones so far
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Old 01-11-2010, 09:13 AM   #5
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i like it, hehe can we coat arrows in some type of flamable mixture made from coal ores to make fire arrows? tht would be awesome!

also on to a suggestion: how to make potions? i like the idea of both weaker ones in the form of recipes, and also unknown ones you have to figure out like enchanting
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Old 01-11-2010, 09:14 AM   #6
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EDIT: darn lag made me double post
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Old 01-11-2010, 07:02 PM   #7
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My thought is that these poisons could be scalable in % chance of having their effect go off and be matched against the Dur of the target for + or - to that base chance (as listed on the poison) to succeed.

To make it easy the posion could work in ranks like gems and require specific potionmaking skill levels to make.

r1 = 2% chance - (skill lvl 5 to make)

r2 = 4% chance - (skill lvl 15 to make)

r3 = etc..

Just as a further clarification of possible game mechanic involved.
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Old 01-11-2010, 09:00 PM   #8
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I'd be happy to see potions be just most gems, or runes..

But it would be cool if they affect things such like giving you crafting levels for XX amount of time, or something.. Would enable high levels to craft more.. and would allow low levels to craft without having to have a clan.. (considering you really can't enchant you own equipment unless you spend a ridiculous amount of time putting towards etc)

Or maybe a potion to "cool down" your class ability however this would take much calculations/nerfing to make sure certain classes couldn't just load up on potions and then full heal themselves non stop..

but like I said, if you could make the potions just about the same as the runes (rank wise etc) it would be pretty effective..
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Old 01-14-2010, 02:04 PM   #9
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Cant say I can agree with you Jad. We've had enough "new" additions which are nothing more than unoriginal repackaging of effects we can get from gems (epic gems (epic fail), runes (nice but miles from what they could have been).

I for one would be pleased to see some evidence of thinking outside the box at Glitchless and my suggestion above is but a brief example of one way to introduce a balance to the proposed imba (ability boost) potions and provide a greater variety of potionmaking options for crafters.

Another poison affect could be "drowsy" adding either increased delay to weapon strikes or perhaps another way of hindering BM pet attacks. "Target losses next attack due to sluggish response" or "Target opponent's pet(s) are unable to attack for 10 seconds."

Im surprised more people havent latched onto this idea with further suggestions of their own.

For what its worth, *bump*
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