Bleed change....

This forum is for suggestions and polls for Magestorm.

Moderators: Developers, Moderators

Replace Bleed?

YES
3
60%
NO
2
40%
 
Total votes: 5

Healy
Newbie
Posts: 37
Joined: 8:54 am, Mon Jan 30, 2017

Bleed change....

Postby Healy » 5:03 pm, Sat Feb 25, 2017

Bleed is one of the most useless spells/signs in the game,so why not use this opportunity to make something useful out of it and balance clerics while we are it.

The idea is to make a spell that casts a debuff which makes the char its cast on immune to heals of any sort including selfheals.
I think it would be a good way to make the unkillable killable and also encourages Teamplay.Dont know the sign lvls and slicks unity web thing doesnt work for some reason:)

Wound Poison 1 character level 4 duration 3secs /sign wound poison 1
Wound Poison 2 character level 8 duration 5secs /sign wound poison 2
Wound Poison 3 character level 15 duration 8 secs /sign wound poison 3

These values can later be nerfed/increased after some testing but i think its close to what it should be.
It should be visible when u have the debuff on you like hinder when its cast.

Barren
Newbie
Posts: 25
Joined: 8:24 pm, Mon Jan 23, 2017

Re: Bleed change....

Postby Barren » 9:19 pm, Sat Feb 25, 2017

u stole my idea ! i wanted DK to prevent heals, but i guess bleed is OK for that

User avatar
Sorien
Developer
Posts: 630
Joined: 3:28 pm, Sun Jul 19, 2015

Re: Bleed change....

Postby Sorien » 10:30 pm, Sat Feb 25, 2017

Well, Id wanna keep bleed but we could add another spell.

Though I wouldn't want it to 100% disable heal, maybe halve it or something.

Healy
Newbie
Posts: 37
Joined: 8:54 am, Mon Jan 30, 2017

Re: Bleed change....

Postby Healy » 10:53 pm, Sat Feb 25, 2017

adding spells might screw up builds and stuff,thats why id rather exchange with bleeds.

could make them same duration on all lvls but different decrease,example

wound poison 1 duration 8 secs heal decrease 25%
wound poison 2 duration 8 secs heal decrease 40%
wound poison 3 duration 8 secs heal decrease 55%
again,would have to test stuff in actual gameplay for set amounts.
could also give bleed the added efect,the dot doesnt do much anyways.

Law
Newbie
Posts: 80
Joined: 8:08 pm, Thu Jan 19, 2017

Re: Bleed change....

Postby Law » 3:49 am, Sun Feb 26, 2017

Sure, why not.

I think Bleed would need to be reworked, however. Specifically, length. So like 3/6/9 seconds or something of no healing.

Second, I think it would need to have a high min_fatigue. The reason for this is that it would be easy to spam and keep an entire team in an unhealable state. Something high, like 70 or 90, where you really gotta commit to just one guy.

Also, I think it should just stop heals and be balanced around that. Having half heal effectiveness will have no effect on Full Heal.

Healy
Newbie
Posts: 37
Joined: 8:54 am, Mon Jan 30, 2017

Re: Bleed change....

Postby Healy » 4:14 pm, Sun Feb 26, 2017

i agree law (who would have thought),the whole point is to mark a target that cant be healed for some time to take it out.

the duration isnt that long,and theres still ways to avoid certain death,walls/leap/backup behind ur team etc.
A P5 cleric will still be pretty tanky sorien :)
It gives the game another tactical improvement,that should be easy to learn and to implement imho.
I like the high fatique use point u make law,spamming that stuff on a whole team ,shouldnt be doable.wish we could get cooldowns on skills:(

Kuraokami
Regular
Posts: 190
Joined: 8:56 pm, Sat Jan 21, 2017

Re: Bleed change....

Postby Kuraokami » 4:57 pm, Sun Feb 26, 2017

Could just apply it to all wounding law spells as like a 1 second debuff. Then it'd almost be like a channel that damages.

Law
Newbie
Posts: 80
Joined: 8:08 pm, Thu Jan 19, 2017

Re: Bleed change....

Postby Law » 5:16 pm, Sun Feb 26, 2017

Kuraokami wrote:Could just apply it to all wounding law spells as like a 1 second debuff. Then it'd almost be like a channel that damages.
This is also a good idea.

Kuraokami
Regular
Posts: 190
Joined: 8:56 pm, Sat Jan 21, 2017

Re: Bleed change....

Postby Kuraokami » 7:45 pm, Sun Feb 26, 2017

Law wrote:
Kuraokami wrote:Could just apply it to all wounding law spells as like a 1 second debuff. Then it'd almost be like a channel that damages.
This is also a good idea.
Hypothetically speaking, the wounding spells could be assigned an effect that progressively cycles through 9 different spell effects by the server checking to see if the target has one of the spell effects already on it and then overwriting the spell effect with the next tier.

E.g., casting Triad would have the three projectiles quickly escalate from 0% to 10% to 20% to 30% healing reduction, with 3 casts reducing it to the maximum of 90% healing reduction, with the caster then switching to DK which could hypothetically bypass prayer, so there would be a nifty DK cleric combo that could be done.

Keep in mind, though, that the cleric population is pretty on the fence about simplicity vs complexity for cleric gameplay, with many liking just plain-Jane clerics.

Healy
Newbie
Posts: 37
Joined: 8:54 am, Mon Jan 30, 2017

Re: Bleed change....

Postby Healy » 8:22 pm, Sun Feb 26, 2017

Again please make your own thread for your ideas kura,stop hijacking mine.

You are just overcomplicating stuff again and that doesnt help anyone.Your idea just promotes battle clerics which is stupid as fuck.

Again i ask you nicely,please stay out of my threads.

Thank you

Limitless
Newbie
Posts: 58
Joined: 7:31 pm, Wed Feb 08, 2017

Re: Bleed change....

Postby Limitless » 9:36 pm, Sun Feb 26, 2017

Healy wrote:Again please make your own thread for your ideas kura,stop hijacking mine.

You are just overcomplicating stuff again and that doesnt help anyone.Your idea just promotes battle clerics which is stupid as fuck.

Again i ask you nicely,please stay out of my threads.

Thank you

LIKE

Kuraokami
Regular
Posts: 190
Joined: 8:56 pm, Sat Jan 21, 2017

Re: Bleed change....

Postby Kuraokami » 11:24 am, Mon Feb 27, 2017

Healy wrote:Again please make your own thread for your ideas kura,stop hijacking mine.

You are just overcomplicating stuff again and that doesnt help anyone.Your idea just promotes battle clerics which is stupid as fuck.

Again i ask you nicely,please stay out of my threads.

Thank you
Didn't look at Author. Don't want input? Don't post.

Healy
Newbie
Posts: 37
Joined: 8:54 am, Mon Jan 30, 2017

Re: Bleed change....

Postby Healy » 1:18 pm, Mon Feb 27, 2017

i want input,just not yours.

Kuraokami
Regular
Posts: 190
Joined: 8:56 pm, Sat Jan 21, 2017

Re: Bleed change....

Postby Kuraokami » 1:51 pm, Mon Feb 27, 2017

Healy wrote:i want input,just not yours.
Then you have a personal problem, a personal problem that is not my problem.

Healy
Newbie
Posts: 37
Joined: 8:54 am, Mon Jan 30, 2017

Re: Bleed change....

Postby Healy » 2:24 pm, Mon Feb 27, 2017

I dont have a personal problem,i have a problem with you not contributing to my ideas but instead bringing in your own ideas,overcomplicating everything so it never gets anywhere.
You have done it twice now.
Its enough kura i dont even get personal on the internet,if u do im sorry for you.


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