![]() ![]() Rather than making the curse an integral part of a character's kit it is just a ball and chain dragging them down or possibly getting them fired from the roster instead. Make it so it isn't just a big pile of negative stat modifiers.īecause right now there is absolutely ZERO reason to try and get the curse on a character. Whether that be lifesteal, disease resistance, bonus speed, extra damage, dodge maybe even extra prot. Vampirism should have some benefits, right? It's a huge malus to have even a 10% chance of "pass turn" let alone something truly negative. Wanted to get some HUGE DAMAGE in? Sorry, your hero ranted for 2 turns then turned around and smashed your vestal's face in.įirst off: Ditch the random negative actions from all but wasting level. ![]() Not a buff X debuff Y type-deal.īloodlust is a RNG fiesta that still isn't that great. The curse is a big pile of negative modifiers. ![]() This is a big deal and a surefire way to disable the courtyard for some. Now it's just bad.Īll but the first tier of hunger WILL cause characters to lose their turn doing something negative. If the curse were a real tradeoff it would at least add an interesting bit of decisionmaking. I would change this by drastically reducing the chance of infection by non-boss monsters(Especially the mosquitos, eeeeeugh.) and possibly removing infection attacks from some non-boss monsters as well.ī: The curse isn't a tradeoff, it's a HUGE negative. Not to mention once you've done the first Courtyard quest the mobs that can cause infection start spawning bloody everywhere so there's literally nowhere safe. For me the biggest issues with the curse is that it:Ī: Is FAR too easy to get people infected with it. ![]()
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