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poisons question
#12
Omni Wrote:So sometimes the poisons just ... don't work? That's fine, as long as it makes sense for you IC. That's what I was confused about before. I guess it's already kind of mystical since one of the 'poisons' heals you =P

I think it would be a little OP if every time I cut someone they get poisoned. I figured it'd be a nice way to give it a drawback and keep it sort of controlled.


Quote:For Mind-Numbing Poison it sounds like it suits Impair more than Disable proficiency. It slows their mind rather than their physical movements, right? So they can still move around at full speed, it just makes their thoughts sluggish and thus slower to cast. You could adapt that as a general thing, make it so that it just makes it generally more difficult to concentrate/hit. But if you want to keep as is, that's fine.

Yeah. It just impairs the mind, not the physical movement. What do you mean, like, just have it impair the mind of all sorts of targets, not just non-melee? That makes sense. One poison for the physical impairment, one for mental impairment. That could work, perhaps even better than my idea. I'll take it.


Quote:Wound Poison just needs DoT Prof.

All poisons are 300 OM.

Seems a little high, but okay. I would have said around the 150-200 range. *shrug*

Quote:Killing Spree - 600 OM. Burst movement not required unless you want it to be incorporated into the move.
Perhaps after I get burst movement, it would warrant an improved version of this move. Smile

Quote:Shadowstep 300 OM. I'm assuming it's just quick movement, not an actual teleport like in WoW (in which case you need Teleportation, obvs)
Again, I would probably make an upgraded version after I get that ability, but yeah, it's a very quick movement.

Quote:Sap I'd recommend a change to the following:

"Sap
Prerequisites: Stealth Proficiency, Disable Proficiency

If Garona can successfully bonk her victim in the head, this disables them for a varying length of time. Against weaker characters like secondaries, it can last up to a minute, whereas player characters can last up to 15 seconds, depending on how much higher their defense is. When their defense stat is twice as much as Garona's, the stun lasts only about five seconds. The target simply exists in a daze while the stun is in effect, mind blanked, but they can be shocked out of it for example by pain."

This gives a little bit of flavour for the target and allows them to be shocked out of it by allies, and it also means that it'll break once you start attacking (obviously you'll be able to follow up, but it means you won't be able to spend fifteen seconds ripping open their armor with them completely unable to defend themselves). On the flipside, it doesn't deteriorate with repeated use (doesn't make that much sense IC, and I don't think it's necessary with these restrictions). As for stealth, it's total invisibility so you can't be seen in their peripherals (yay! see the full description for the caveats).

If that's okay, 300 OM. The only thing I'm outright not okay with in the original description is being stunned for fifteen seconds and doesn't break on damage or anything. That'd need like, a big chargeup.
Makes sense. Thanks for the feedback.
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Messages In This Thread
poisons question - by Violet - 09-01-2013, 04:20 AM
Re: Move Approval - by Violet - 09-01-2013, 04:49 AM
Re: Move Approval - by Omni - 09-01-2013, 07:23 AM
Re: Move Approval - by Violet - 09-02-2013, 02:34 AM
Re: Move Approval - by Omni - 09-02-2013, 03:26 AM
Re: Move Approval - by Violet - 09-02-2013, 03:51 AM

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