DRL > Discussion
Berserk revised, or Gargulec's bit crazy idea for spicing AoB up
Gargulec:
Apart from adding points of weakness, this also gives you incredible killing power when the zerk is spun right. Do bear in mind that aboye BERSERK!, you're invincible.
Also, an option: instead of voidng all of your berserk effects when healed, the system goes like this:
Small Helath Globes and Small Health Packs drops your berserk level by five steps.
Large healing items drops you berserk level to 0.
S.K. Ren:
How about a fail-safe then? If the berserk penalty were to drop you below 1 HP, you retain that 1 HP and lose berserk. I mean either way you're gonna die soon. I personally see no problems with the proposed system. In fact I can see ways of abusing it- very, very badly.
Such as Chained Court... 250s(500s on N!) of lv5 berserk. As long as you don't kill anything or waste time, you can run all the way to lv25 with minimal effort. Losing 2 hp per second just isn't all that bad. Granted the RNG may put you in a position requiring an emergency heal, thus ending your zerk run early. But say before chained you took all 3 levels of Ironman, giving you 80 HP. That means you could last up to 79 moves (taking 39.5s), before needing a heal. I you got really lucky and landed a supercharge you could last twice that. Which doesn't even use up the entire duration.
What I might suggest is instead taking 1 HP per half-second:
for BERSERK!, make it 4% per second. 2(2/2/3) Dmg; Those with 3 levels of Iro, will take an extra point. Taking damage every second gives you a safety turn to heal move before you bleed out from your raging (since move and act speeds are halved at this level). Compare to 2 Dmg per second as it wouold be in the original suggestion.
for Crazed!, make it 7% per second. 3(4/4/5) Dmg; Again Iro users see a small increase in damage taken. Compare to 4 damage per second as it would be in the original suggestion.
for Insane!, make it 10% per second. 5(6/7/8) Dmg; This level really show the difference. Compare to 8 Dmg per second as it would be in the original suggestion.
Personally I think this looks more balanced. I also assumed that all % would be floored when determining the damage taken.
Gargulec:
Hwy, I like your failsafe idea very much. And concerning the prcentages, I like them as well but I would want to hear Thomas's opinion on them.
Passionario:
--- Quote from: Gargulec on January 13, 2010, 17:04 ---Also, do bear in mind that berserk levles above two are near invincibility, so the damage you take for it appears to be a fair trade, does not it?
--- End quote ---
I propose we take the middle man out, and have levels above two boost only the killing power, not survivability.
Gargulec:
--- Quote from: Passionario on January 15, 2010, 05:27 ---I propose we take the middle man out, and have levels above two boost only the killing power, not survivability.
--- End quote ---
Too hardcore, sadly. 6 armor is to little to keep you from getting slaughtered..
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