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Posted

Cursing is only useful for enemies with extremely low health or for enemies that can regain health I suppose you could also, perhaps, throw in an enemy with outrageously high SP. :tongue:

Posted

Cursing is only useful for enemies with extremely low health or for enemies that can regain health I suppose you could also, perhaps, throw in an enemy with outrageously high SP. :tongue:

Same for poisoning, I'd say.

Posted

Yes, but poisoning at least detracts some health, so it could be useful. Cursed just takes away from the max health, so unless the enemy is going to be restored to max health or the heroes will be doing next to no damage against him, it won't affect the battle at all.

Posted

Yes, but poisoning at least detracts some health, so it could be useful. Cursed just takes away from the max health, so unless the enemy is going to be restored to max health or the heroes will be doing next to no damage against him, it won't affect the battle at all.

Why not make Cursed flexible (decreases x% of max. health)?

Posted

Don't forget Benji's mysterious reputation gain with the Wolfgang in Quest 44!

What mysterious reputation gain? Oh that, its easily explained.

I slipped a few greenbacks to the host :grin:

Posted

Cursing is only useful for enemies with extremely low health or for enemies that can regain health I suppose you could also, perhaps, throw in an enemy with outrageously high SP. :tongue:

Bear in mind that most of the effects were planned to disadvantage the heroes, not the enemies. :wink:

Posted (edited)

Bear in mind that most of the effects were planned to disadvantage the heroes, not the enemies. :wink:

Yes, and Curse as written is devastating to Players even at my Level +, but that's not the case for even monsters with regenerative capabilities that have high max HP. Above say, 200 HP, 4 rounds of being cursed followed by a full regeneration will only result in it being 12 HP down from its initial 200+ HP, practically negligible and not likely to effect the battle in any way.

Why not make Cursed flexible (decreases x% of max. health)?

This would be actually quite useful in the case of Monsters with large HP, or perhaps an HP based system, ie: <100 HP=-3, <200HP=-6, <300HP=-9, <400HP=-12....<800HP=-24...

That would make it continue to be relevant against monsters around my level+.

Same for poisoning, I'd say.

Well, that's balanced by more powerful poisons that take off 10 Hp per turn, which is useful for Monsters with even high HP.

~Insectoid Aristocrat

Edited by Dannylonglegs
Posted

Bear in mind that most of the effects were planned to disadvantage the heroes, not the enemies. :wink:

Thats the problem - there aren't enough negative effects designed to harm enemies rather than heroes...

Posted

Yeah, cursed is pretty bad for heroes. One only carries so many remedies too.

Just a question. If a rogue is targeting an enemy from the back row and they roll a "shield" they only get as much gold as the damage dealt, right?

If they're targeting an enemy with SP, do they get the same amount of gold as the damage dealt or will they get the full amount?

Posted

Thats the problem - there aren't enough negative effects designed to harm enemies rather than heroes...

Poisoned, Deadly Poisoned, Confused, Stunned, Petrified, Blinded, Sealed, Asleep, Decaying, Hexed, Fraile, Weakened, Slowed. I think there's plenty.

Posted

I just want to congrat endgame on a awesome quest! It was my first and it was awesome. Thanks mate!

Is the quest even officially over? It doesn't look like Endgame's actually told you that the quest was completed and you could return to the Hall.
Posted (edited)

Slowed

Unless I've missed something, that's one effect that I have yet to see available for player use; Leojagd (I think I got that right) Slowed the Hero, not the enemy, and I can't recall any other Artifacts or Weapons that inflict it. It's a shame, really, a Slowed weapon or two (preferably one with a % chance to inflict so as not to break battles too badly) or a Scroll of Slowing would really open up some interesting battle strategy. :thumbup:

Edited by Flipz
Posted

I guess you guys are right :tongue:

---

On a different subject, I just realized what opposites my two quests are going to end up being. Quest 42 mainly revolved around dealing with enemy NPCs, while my current Quest, 57, is going to be nearly filled with friendly NPCs :laugh:

Posted

Cursed, Slowed, they're really things that only work on Heroes rather than enemies, and that's all cool, I think.

Well, no, a Slowed enemy would just be affected the same way a Slowed hero would be: a Slowed enemy cannot use its Special, Damage a hero or get a Free Hit ever other Round. (and a Hastened enemy that becomes Slowed doesn't get the extra Free Hit)
Posted

On a different subject, I just realized what opposites my two quests are going to end up being. Quest 42 mainly revolved around dealing with enemy NPCs, while my current Quest, 57, is going to be nearly filled with friendly NPCs :laugh:

Good, I'm glad. Hopefully THIS time the party will take to them like I took to Knyghton and WBD took to Luke. :wink:

I see Slowed as identical to the Paralyzed effect, unless I'm misreading.

Ooh, that's interesting...I was under the impression that it was a weaker Paralyzed; it worked the same, but only worked every other Round. That's the way it was done in WBD's recent Quest, with that rock monster that started off the battle Slowed. I honestly prefer it the way WBD did it, it allows for different strategies.

Posted

Isn't the paralyzing venom just a stun? I don't remember, it's too long ago, and I never actually saw it used.

Cronk used it in the Dastan Palace battle, and I almost used another one in Quest 53. And, well, apparently up until a while ago we've all been using the Stunned effect wrong, so it might've been. :blush:

Posted

Isn't the paralyzing venom just a stun? I don't remember, it's too long ago, and I never actually saw it used.

No, it prevents the targetted enemy from dealing Free Hits for 3 Rounds. In Quest 42 and in Dastan, it prevented them from dealing Free Hits for the rest of the battle, but Zeph changed it on Q53 to prevent it from becoming OP. :wink:

EDIT: The difference between Paralasys and Stun is that Stun can prevent an ally from taking damage or special damage OR prevent a Free Hit exactly once, whereas Paralysis only prevents Free Hits, but does it for the duration of the effect. In other words, there's sort of a pesudo-heirarchy of improving effects: Slowed->Paralyzed->Stunned

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