General Category > Darkness
Shank of Void
serprex:
:darkness Weapon, onhit reduces maxhp
Don't know good stats for mechanic, needs to be balanced with Tempering in mind. 3 makes adrenal void scary
CG was suggesting not basing reduction on damage dealt. That seems boring
EDIT implemented as 3/2 cost, 4 damage
Torriku:
--- Quote from: serprex on August 27, 2014, 03:46:55 am ---:darkness Weapon, onhit reduces maxhp
Don't know good stats for mechanic, needs to be balanced with Tempering in mind. 3 makes adrenal void scary
CG was suggesting not basing reduction on damage dealt. That seems boring
--- End quote ---
instead of dealing damage, each turn it lowers max health by that of how much darkness quanta you have/5
Chapuz:
There is something similar in CI&A, in various versions.
Submachine:
With SoV it can be abused too much to be OP, even if it only decreases 2 HP. If it ever chips more, it would be too strong with double draw imo.
OdinVanguard:
--- Quote from: Submachine on September 01, 2014, 07:23:49 pm ---With SoV it can be abused too much to be OP, even if it only decreases 2 HP. If it ever chips more, it would be too strong with double draw imo.
--- End quote ---
I think this is okay with sereprex's idea of having it be a weapon.
Right now, being able to stack them up makes giving it any higher drain level a potential OP problem... As a weapon, you would have to work much hard to do this.
Moreover, depending on how it is implemented, the effect could be potentially blocked by shields.
If that is the case, then I think having the max HP absorb match the damage dealt might not be too bad.
If shields can block the absorb by stoping attack damage, then even the adrena void is manageable.
I think this is a good route to go. It gives darkness a very interesting secondary weapon and helps keep shards interesting.
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