DRL > Discussion
Practical use of skulls/Arena Master staff
Klear:
Too useful against bosses. 2 (or 3) uses would kill everything.
I'm thinking more along the lines of changing the damage type and adding an additional cost to using it, but... yeah, that's the Subtle Knife. Making it the same as that is not a good idea.
SageAcrin:
Add some knockback to the staff blast. 3-4 squares would allow you to use it as a kind of pseudo-escape effect, which, considering that it's competing with running, is fine enough.
Seems the fastest way to make it better without making it massively better.
Skulls are harder. Off the top of my head, ditch Fire Skull, make a Rock Skull(or something similar) that absorbs corpses for armor/boots durability(can't be too high, maybe 1-2% per corpse, portable durability restore is a unique effect), and make the healing effect on Blood Skull better.
Remember, it has to compete with a medkit. Getting 10 HP a corpse might be really good, but it's also a quite rare item and you still need a fair deal of bodies on the floor.
Tormuse:
--- Quote from: SageAcrin on April 18, 2013, 18:51 ---Skulls are harder. Off the top of my head, ditch Fire Skull, make a Rock Skull(or something similar) that absorbs corpses for armor/boots durability(can't be too high, maybe 1-2% per corpse, portable durability restore is a unique effect), and make the healing effect on Blood Skull better.
--- End quote ---
I kinda like this idea. It would certainly be a lot more useful than Fire Skulls, especially in Angel of Purity!
Evilpotatoe:
--- Quote ---Too useful against bosses. 2 (or 3) uses would kill everything.
--- End quote ---
Damaged would have been based on current HP, so I doubt spamming use would have been very useful.
Anyway, bosses would still need an exception, and I'm not sure the item would be that great.
For skulls, I like the portable repair idea, but I'd rather couple it with blood skull (healing your gear, somehow :p)
My suggestion for fire skull would be to
- register every explosion before the first occurs (so that one exploding corpse doesn't prevent 4 other from exploding. ALL skulls in range would inflict damages)
- change damage type to "holy fire". Something which wouldn't damage player or destroy items. Maybe not walls either.
- Improve damages if necessary. The idea is to "nuke" the screen when it's filled with corpses. Outside of the mortuary, such situations just don't exist, so it would still need to compete with hatred skull. I'm not asking 100 damages per explosion, but a vile between 4 or 5 corpses should need improbable damages rolls to survive.
Deathwind:
Here's an odd idea, give the staff rocketjump style knockback? You might need to nerf the damage a bit but would give it some real use.
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