Shattered Kingdoms https://shatteredkingdoms.com/forums/ |
|
Balancing Hellions and Paladins Pt 2 https://shatteredkingdoms.com/forums/viewtopic.php?f=22&t=15939 |
Page 1 of 2 |
Author: | ObjectivistActivist [ Thu Aug 23, 2007 4:10 am ] |
Post subject: | Balancing Hellions and Paladins Pt 2 |
Dark Rejuvination: This is a self-targeting only healing spell, possessed by hellions. It would be completely out of concept to have a hellion able to heal another, but calling on their Immortal patron should allow them to heal themselves. The amount of damage it heals, as well as the casting time, should be on par with cure critical. As a stretch, perhaps there should also be a chance of cancelling the nimbus effect of a bolt of glory, but I wouldn't push hard for that if Part 1 of my suggestion is also put into effect. EDIT: Example - <combat round> (hp 75%| ME 50%| PE 80%) > c 'dark rejuvination' You start to concentrate. <combat round> (hp 65%| ME 50%| PE 80%) > You utter the words 'dark rejuvination'! You feel your body surge with strength as you call forth the unholy power of your god! (hp 75%| ME 45%| PE 80%) > |
Author: | Goldlantern [ Thu Aug 23, 2007 8:53 am ] |
Post subject: | |
Gotta say no to this one. I'd support a DRAIN type healing spell, but not a self-heal. |
Author: | ObjectivistActivist [ Thu Aug 23, 2007 8:58 am ] |
Post subject: | |
Goldlantern wrote: Gotta say no to this one. I'd support a DRAIN type healing spell, but not a self-heal.
Similar to vampiric touch, but more powerful on the heal side? I'd go for that. Makes sense. |
Author: | Sinnoch [ Thu Aug 23, 2007 9:17 am ] |
Post subject: | |
Speaking of which, Vampiric touch, energy drain, feeblemind, and control undead all need a good looking at when it comes to necromancers. The spell poison, too, needs a major nerf in casting time. |
Author: | ObjectivistActivist [ Thu Aug 23, 2007 9:18 am ] |
Post subject: | |
Sinnoch wrote: Speaking of which, Vampiric touch, energy drain, feeblemind, and control undead all need a good looking at when it comes to necromancers.
The spell poison, too, needs a major nerf in casting time. I'll agree with poison and feeblemind. IMO, feeblemind takes too long to cast, as well. |
Author: | Kin [ Thu Aug 23, 2007 9:44 am ] |
Post subject: | |
I agree with GL's idea to give them a vampiric drain sort of spell. Drain/ Life Siphon/ Siphon Life Calling upon the powers of the Dark Gods, this enables the Hellion to literally feed off the pain and suffering the spell inflicts, healing the Hellion in the process. (Negative energy type spell.) A close resemblance to Vampiric Touch, the Hellion does not necessarily have to touch the victim. Yes? No? |
Author: | Salandarin [ Thu Aug 23, 2007 10:51 am ] |
Post subject: | |
I don't like rejecting new ideas on the basis that they're too powerful - adding new elements to gameplay is worth buffing a class that doesn't need a buff, provided the other classes also grow at the same rate. That said, this just seems too powerful to balance. While cure light is several times more useful than cause light, no one said they ever had to be balanced. A self-healing hellion sounds pretty overpowered, even with a drain/siphon mechanic. Hellions have healing available through dominates, or they can just take enough damage with them to not require healing. |
Author: | Chemhound2007 [ Thu Aug 23, 2007 11:14 am ] |
Post subject: | |
Sheesh a Hellion asking his patron lord to heal him? Man if I was a dark god I'd smack him upside the head for showing such weakness. If you're not strong enough to vanquish your enemy, than you obviously ain't strong enough to survive your god heh. If you really want to counter the paladins ability to heal himself, just give them a spell that reduces their healing ability or something. |
Author: | TheCannibal [ Thu Aug 23, 2007 12:15 pm ] |
Post subject: | |
Or have them empower their weapon to perform a small vampiric like attack with each blow. Like a held spell that you cast on the blade and then it gives a % of the damage done with each hit back to the hellion. Like say it was a mentor spell it would start out at like 2% damage a hit and then by GM it would be up to 5%. |
Author: | Cyra [ Thu Aug 23, 2007 12:18 pm ] |
Post subject: | |
Why do hellions need buffs and stuff? They're already one of the most powerful classes in the game. This is the only class that you can just play the odds and still win as well. |
Page 1 of 2 | All times are UTC - 8 hours |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |