Posted: 09 Feb 2006, 19:25
I'm sorry if I missed something in this conversation, so don't get angry if I repeat something writing this. I wrote it on notepad so that I will have a copy of it incase I can't get it posted, or something happens.
The Mana World - suggestion for suggested Death spell - suggestion on making it useful but not so over-powered ( 09.02.2006 , 21:24 )
I think Death should be a spell that have a 35%-50% chance to work (percentage could be just 50% if developers wish so)
and it can be used agains enemies/targets that have something like
10% of their health left or 6% of their health left.
I think this makes the death spell sort of a speed-up in killing the target,
which could be of a good use especially if the enemy is stronger than you
like by 10 or more levels, or is just really strong creature, OR has like
10k or 800% more hp than creatures on average to the same level
than it is.
On not-so-strong enemies this might not be much of an advantage when you slowly gain levels and get stronger, since they become easier and
worthier to just figh in the normal manner.. Besidesthe Death spell has that chance to fail, remember?
This would disable the mass-power-killing (I hope you get what I'm trying to say)
with this spell, since it would be quite limited with the chance of success,
and of the enemy health requirements. Also, it would be like "you must
weaken the enemy to be able to defeat it." meaning that you have to
have fought it hard before you can try your luck (and use mana.)
But enemies that have sick hitpoints (few hundred thousand like
462500hp) maybe should have a requirement of 5%-2% health left, or
even 1%, sice otherwise it would be somewhat "easy to kill" when it
would be quite alot hp taken. Sure, fighting something that strong is slow,
but the Death spell ain't there to let you kill it on sight
What do you think about that? I think it would be pretty well balanced. (says me :/ )
What comes to the % of health required to be left on the enemy, it would
be nice to have a "counter" in the spell, that would show the percentage
required for your current target, and show it in red, and when the enemy
has it, or less of hp, it would turn green/cyan to indicate that you can
start trying to cast the spell on the enemy.
Downside would be that you might be failing to cast it (bad luck :p ) so it takes
mana and time. And, also health from you, especially when facing strong adversaries.
The Mana World - suggestion for suggested Death spell - suggestion on making it useful but not so over-powered ( 09.02.2006 , 21:24 )
I think Death should be a spell that have a 35%-50% chance to work (percentage could be just 50% if developers wish so)
and it can be used agains enemies/targets that have something like
10% of their health left or 6% of their health left.
I think this makes the death spell sort of a speed-up in killing the target,
which could be of a good use especially if the enemy is stronger than you
like by 10 or more levels, or is just really strong creature, OR has like
10k or 800% more hp than creatures on average to the same level
than it is.
On not-so-strong enemies this might not be much of an advantage when you slowly gain levels and get stronger, since they become easier and
worthier to just figh in the normal manner.. Besidesthe Death spell has that chance to fail, remember?
This would disable the mass-power-killing (I hope you get what I'm trying to say)
with this spell, since it would be quite limited with the chance of success,
and of the enemy health requirements. Also, it would be like "you must
weaken the enemy to be able to defeat it." meaning that you have to
have fought it hard before you can try your luck (and use mana.)
But enemies that have sick hitpoints (few hundred thousand like
462500hp) maybe should have a requirement of 5%-2% health left, or
even 1%, sice otherwise it would be somewhat "easy to kill" when it
would be quite alot hp taken. Sure, fighting something that strong is slow,
but the Death spell ain't there to let you kill it on sight
What do you think about that? I think it would be pretty well balanced. (says me :/ )
What comes to the % of health required to be left on the enemy, it would
be nice to have a "counter" in the spell, that would show the percentage
required for your current target, and show it in red, and when the enemy
has it, or less of hp, it would turn green/cyan to indicate that you can
start trying to cast the spell on the enemy.
Downside would be that you might be failing to cast it (bad luck :p ) so it takes
mana and time. And, also health from you, especially when facing strong adversaries.