Poison rune rework and ice rune suggestion

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masnam
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Poison rune rework and ice rune suggestion

Post by masnam » Wed May 05, 2021 1:26 am

Poison rune is the worst rune out of the current runes. This is because of the way it works. Each stage of the poison rune does 4 extra poison damage. I have a much better idea that should buff the poison rune and make it fit in with the other runes. So fire and electric runes work off of percentages, so why not make the poison the same. Since electric was added later than fire and does 5% more, I was thinking of making poison do 5% less than fire since it was added earlier than fire. That means that stage 1 of poison would get you 5% per hit, p2 = 10% per hit, p3 = 15% per hit, etc. I think this work well within the rune meta and gives the poison rune a nice buff.

Now the ice rune is essentially a guaranteed rune. Although, I haven't seen many suggestion for it, so here's mine. I think the ice rune should work within the percentage meta while added something new like how the electric rune added the ability to hit multiple enemies. My idea is to slow the enemy down similarly to how ice weapons worked in hh. Along with slowing the enemy down the ice rune would do 20% damage per sec. The reason it's higher than the rest is because it's being added in later than the others which is how I see runes. Although, Robby can change it to 10% if he wants it to be more equal to the fire rune. I think slowing the enemy 10% each level is good. s1 = 10% speed loss + 20% dmg per sec, s2 = 20% speed loss + 40% dmg per sec, s3 = 30% speed loss + 60% dmg per sec, etc.

That's it, tell me what you think.

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degenerate
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Re: Poison rune rework and ice rune suggestion

Post by degenerate » Wed May 05, 2021 4:54 am

masnam wrote:
Wed May 05, 2021 1:26 am
Poison rune is the worst rune out of the current runes. This is because of the way it works. Each stage of the poison rune does 4 extra poison damage. I have a much better idea that should buff the poison rune and make it fit in with the other runes. So fire and electric runes work off of percentages, so why not make the poison the same. Since electric was added later than fire and does 5% more, I was thinking of making poison do 5% less than fire since it was added earlier than fire. That means that stage 1 of poison would get you 5% per hit, p2 = 10% per hit, p3 = 15% per hit, etc. I think this work well within the rune meta and gives the poison rune a nice buff.

Now the ice rune is essentially a guaranteed rune. Although, I haven't seen many suggestion for it, so here's mine. I think the ice rune should work within the percentage meta while added something new like how the electric rune added the ability to hit multiple enemies. My idea is to slow the enemy down similarly to how ice weapons worked in hh. Along with slowing the enemy down the ice rune would do 20% damage per sec. The reason it's higher than the rest is because it's being added in later than the others which is how I see runes. Although, Robby can change it to 10% if he wants it to be more equal to the fire rune. I think slowing the enemy 10% each level is good. s1 = 10% speed loss + 20% dmg per sec, s2 = 20% speed loss + 40% dmg per sec, s3 = 30% speed loss + 60% dmg per sec, etc.

That's it, tell me what you think.


[Poison rune] Rather than an increase on damage, I think a good rework for the poison rune would be adding a speed loss that increases per stage.
And rather than a damage per hit, a burst damage would pop at the end of 4 attacks stacked. [stage 1 - 16, stage 2 - 32, stage 3 - 48]
Realistic and would reduce the clutter it causes on the user's client compared when poison damage would register at every hit.

[Ice rune] A frost map should go first before runes.
I agree that stage 1 should induce speedloss, but stage 2 should be a mini-freeze (0.5 sec) and speedloss after being thawed, stage 3 - frozen state (2 secs) and a speedloss after thaw.

- Additionally ice rune should be incompatible with fire rune, meaning you can't upgrade an ice rune to a weapon with existing fire upgrades.
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mikel
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Re: Poison rune rework and ice rune suggestion

Post by mikel » Wed May 05, 2021 6:36 am

I agree on degenerates suggestion on the poison rune, but as robby- (or one of the npcs) poison runes/poison damage deal armor piercing damage, meaning that they will ignore armor bonuses and stuff. So making poison rune a percentage type damage would make it too broken
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