DRL > Requests For Features

Berserk/Invulnerability tweaks

<< < (2/2)

Game Hunter:
I think the idea of the berserk change is that it gets an aftereffect. Let's start by organizing berserk's effects into two categories: normal and reduced.
- Normal: 1/4 damage taken, double melee damage dealt, action time is halved
- Reduced: -1 damage taken, double melee damage dealt, normal action time

So, let's say you find a Berserk Pack.
- Pick that bad boy up, normal berserk activates.
- Do your stuff, normal berserk eventually wears off
- Reduced berserk activates, unless
--- you didn't pick up a Berserk Pack on this floor
--- you activated normal berserk via trait (Berserker)
- After you leave the floor, reduced berserk wears off

It's reminiscent of the original game (in which your fists still dealt sweet damage even after the "red" wore off), I could see it working.

As for BP/IG guarantees, I'd say it throws off the randomness of the game too much. Already it's too easy to "abuse" the special levels for quick experience and awesome gear. (I wouldn't say no to the game guaranteeing at least one globe-type thing per level (even just a small health), but that happens so rarely that I dunno if it's worth the chance.)

Malek Deneith:
As some other stated I'm against guaranteed IG/BG. Doesn't feel right. Don't really see the need for Zerk changes - it feels fine the way it is now to me. Not to mention that messing with it would throw AoB off-balance... again.

Navigation

[0] Message Index

[*] Previous page

Go to full version