Idea for potions
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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