"doesn't apply if the regular attack would have killed the enemy."
And like magic all my worries vanished.
"doesn't apply if the regular attack would have killed the enemy."
And like magic all my worries vanished.
Yeah that came up pretty quick while I was play testing. Bleeding for more than the enemy's hp means they get a hit in before death and felt TERRIBLE.
Yeah. That would have been infuriating.
venom needing 3 turns sounds extremely bad?
The poison amount has been boosted significantly from its earlier version, though I am willing to change up the numbers more if it ends up needing it.
Should be careful, it might be too strong, maybe keep the consideration of it needing 2 turns instead
I'd rather try and balance it around the delay being significant. The shorter the delay the more it gets pushed back into its old role of just being a little extra damage in most fights.
I love playing these in RearrangedPD, this is going to be so much fun!
I'm into more enchantments that deal damage, as as of now most enchantments read as "You just used a stone. I dont do much." The ratio of enchantments that need a good build are very high.
That is partly intended though, enchantments are extra effects that layer on top of base weapon power, so they're allowed to have fairly specific effects.
Could you also share more about the two new curses? I love when curses can have some niche benefits, such as Annoying/Displacing/Polarized/Explosive, and I seriously hope the new curses fall in this category.
Curses like Sacrificial and Wayward don't seem to have any niche uses. If Sacrificial worked more like Stormbringer in Elric of Melniboné series, where the sword drinks the soul of it's enemy and feeds it to the wielder, it would have been very fun to play with. Occationally it even attacks a nearby ally when it's hungry. Don't feed it enough and it will instead drink the soul of it's wielder, lowering strength and life force of it's wielder. I know you're not a fan of suggestions, I'm merely giving an example of how a curse can cause a complicated parasitic bond with it's victim, even forcing you to things against your morals. I'm hoping the new curses will have some niche benefits, that's all.
I do plan for both of the new curses to have some niche benefits or at least some ways to be played around. I'll give you two hints: aqua brew and wondrous resin.
Sacrificial probably does need to get seen to at some point (but it is also nice to have some curses be harsher than others), but wayward does at least have some counterplay (compared to earlier iterations where it would just nerf your accuracy and that's it).
Still no update on the curses? Will they be armor or weapon curses, or perhaps one each?
The curses will be mentioned in the upcoming blog. They're both weapon curses, will likely do a similar glyph expansion in a future update.
So, why exactly? I thought that you removed them because you wanted enchantments to be less about directly increasing the damage?
You'll notice that I've changed both of these enchantments so that they don't just add more damage to your attack without thought. Venemous is on a bigger delay, and vorpal outright replaces the damage of the regular hit. This is a bit more like blazing, which also have tradeoffs for its extra damage.
~~The gif isn't loading btw.~~ NVM it just isn't loading for whatever reason on my instance...
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