rpg skill idea

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monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

weapon masters have 'advanced damage bonus,' medics have 'advanced damage reduction' but adrenalin masters don't have an equivalent skill

'advance adrenalin use'

taking a page out of the medic book, each level of this skill reduces adrenaline use by 4%. affect: it slows down the sucking of the adrenalin when artifacts are used.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

I'd consider it if you took out the globe.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

I wouldn't mind seeing a couple of changes to the various "Pickup Themed" skills --

i.e. the +25% additional health from health pickups, +X maximum armor

I'd kind of like to see these boosted to be more worthwhile given their points cost (maybe +50% or +100% additional health from pickups, and +X maximum armor averaging out to be similar to the amount of health you could buy).

At the same time, a similar sort of ability for ammo and adrenaline (+50 / 100% ammo/adren gained from ammo/adren pickups) would be nice.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

DW_Hornet wrote:I'd consider it if you took out the globe.
taking out globe would be like taking out medic healing weapon. nightwolf with his ungodly damage reduction takes hits from this guy and that guy then runs around the corner and heals himself. while the mechanics are different, the result is the same in that he can stay alive forever.

the threat that a player could 'just globe' is i'm sure what kept an equivalent advanced skill from the selection for AMs. the reality is that if a medic can find a corner and heal themselves, it's about the same as an AM finding a corner to regen their adren to a comfy level. the real loser is the WM who can only kill a guy to stay alive.

reducing artifact adren cost is not a given that a guy CAN actually globe effectively. as marty schottenheimer says "that's why they play the game." there's any number of things that can keep it from being universally effective.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

WailofSuicide wrote:At the same time, a similar sort of ability for ammo and adrenaline (+50 / 100% ammo/adren gained from ammo/adren pickups) would be nice.
actually that's a good idea. pickup adren faster. the 3 or 5 odd pills scattered about a lot of maps would be more effective for the guy that needs em.
Rayuxen
Posts: 3
Joined: Wed Jan 03, 2007 12:00 am

no, the 'advance adrenalin use' skill will be very overpowered, specially if u use Globe and an Enery weapon.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

i had an idea related to this one. it transforms the globe into more of a 'shield' ala Star Trek, and triple becomes kinda like the Rod.

Globe:
rather than flatly denying everything that hits the player, the globe will absorb 95% of the damage the player takes with the other 5% coming from the players adrenalin. Then . . . advanced adren reduces THIS cost rather than the per second cost.

so . . . for example.

player with 100 adren starts the globe. During the first second they take a 100pt hit. 5 points come off of their adren. 12 come off from the use of the globe. 1 second, 17 pts of adren.

with advanced adren 5, player reduces the cost of the hit by 50%. Globe use = 12 adren/sec. 100pt hit = 2.5 adren + 12 adren = 14.5

Max advanced adren (10 i guess), 100% hit-cost reduction, but you still have the per-second adren cost which will never go away.

Triple:
Cost = 5% of damage dealt per hit + 10 per second. advanced adren reduces the same way.

Rod:
Only Bob, Dot and Enzo know how the cost per hit is figured for using the rod, but that would also be reduced 10% at a time until it's down to no per-hit cost and only the per second cost remains. in all fairness it's per second should be bumped way up from the current 1 per second.

Double Mod:
leave as is.

of course i should (and will) post this to DC forum.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

monsTo wrote:i had an idea related to this one. it transforms the globe into more of a 'shield' ala Star Trek, and triple becomes kinda like the Rod.

Globe:
rather than flatly denying everything that hits the player, the globe will absorb 95% of the damage the player takes with the other 5% coming from the players adrenalin. Then . . . advanced adren reduces THIS cost rather than the per second cost.

so . . . for example.

player with 100 adren starts the globe. During the first second they take a 100pt hit. 5 points come off of their adren. 12 come off from the use of the globe. 1 second, 17 pts of adren.

with advanced adren 5, player reduces the cost of the hit by 50%. Globe use = 12 adren/sec. 100pt hit = 2.5 adren + 12 adren = 14.5

Max advanced adren (10 i guess), 100% hit-cost reduction, but you still have the per-second adren cost which will never go away.

Triple:
Cost = 5% of damage dealt per hit + 10 per second. advanced adren reduces the same way.

Rod:
Only Bob, Dot and Enzo know how the cost per hit is figured for using the rod, but that would also be reduced 10% at a time until it's down to no per-hit cost and only the per second cost remains. in all fairness it's per second should be bumped way up from the current 1 per second.

Double Mod:
leave as is.

of course i should (and will) post this to DC forum.

This is a really good idea Monsto, and solves my major gripe with the globe. The only thing I worry about is the obscene amount of damage some monsters do (thousands, easily) might make this artifact kind of prohibitively difficult to use.

Still, anything is better than the current situation where you can go out and be completely oblivious and impervious.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

something i left out is that it should always be worth that one shot... if you have 1 or 500 adren and take a luciferball to the neck, it should take it and leave you at zero adren.
Killsmith
Killer in Training
Posts: 11
Joined: Thu Apr 12, 2007 11:00 pm

I know I'm late in joining this discussion, but I thought it would be nice to give the adrenaline master a skill that gives them health gain proportional to their adrenaline gain. That way, energy leech and energy weapons would work like vamp, drip would give them some regen, surge would give them a health bonus for killing enemies and getting sprees, and adrenaline pickups would give some health as well.

I just think it would be nice to have more ways to get back health. The globe does a great job of preventing damage, but if you're low on health when you start to use it, you'll still be in a bad situation when you run out of adrenaline. Meh, it's just an idea.
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