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The variable bonus from Blood Shield is to AC, in case it wasn't obvious.
Original comment by caltech....@gmail.com
on 2 Nov 2010 at 6:15
Blood Pool providing unlimited !oHealing may be too strong. We could make it
also cost 20,000 gp. For a million gp, you could make yourself 50 !oHealing.
Original comment by caltech....@gmail.com
on 4 Nov 2010 at 9:12
Actually, skills as Samurai might be more appropriate.
Original comment by caltech....@gmail.com
on 4 Nov 2010 at 10:07
Additional ability thoughts:
1 - Rename to "Blood Flow."
5 - Blood Sight. You detect living creatures in the vicinity.
15 - Blood Bath. Restore CON, remove poison.
25 - Blood Seeking. Your weapon gains a 2x slay against all living monsters
for 30+1d30 turns.
35 - Blood Aura. Whenever a living monster hits you in melee, the monster
takes an equal amount of damage. (Eye for an Eye, except only for living
monsters.)
40 - (rename to "Blood Feast")
50 - Blood Explosion. You take 500 damage, and do 500 damage to all living
creatures in Line of Sight.
Original comment by caltech....@gmail.com
on 4 Nov 2010 at 10:25
Started for 0.0.4 ... I don't see anything too difficult to implement for this
character.
Regarding: Lvl 45 - Blood Pool. You create a macabre Potion of Healing made of
your own blood.
Don't forget that all healing will be half as effective. I actually don't have
too big a problem with unlimited 150hp healing potions (or is this not what you
intended?). Though, perhaps after a while, you should become anemic? I don't
like the gold cost ... seems out of character. I'd prefer to either restrict
the number (like you can only do this once every 8 hours, or something) or to
have some other cost (like stat drain). Also, it will cost you hitpoints each
time ... perhaps the cost should be really high (like 300). Ideas?
Original comment by ckou...@gmail.com
on 4 Nov 2010 at 5:07
Yeah, it's meant to heal 150 HP and cost about 300 HP, but I was worried that
the player would make like 1000 of these in the safety of the town. I'd rather
not do stat-drain (temporary makes it the same as costing about 1000gp, while
permanent makes this ability useless).
I also thought about restricting number: you could potentially make it a
"Potion of Blood" which has the same effects as !oHealing, except the game can
check to make sure you never have more than 20 of them at one time.
Yeah, maybe let's just playtest with unlimited !oHealing, and come back to this
issue only if it's too strong.
Original comment by caltech....@gmail.com
on 4 Nov 2010 at 5:23
I was thinking of doing a new potion type anyway, since we might want other
types of Blood Potions, or we might want to tweak the effects (without
simultaneously effecting !Healing). Plus, getting a Potion 'Blood of
<PlayerName>' might be cooler than having a !Healing pop under your feet :)
Original comment by ckou...@gmail.com
on 4 Nov 2010 at 7:10
How about this:
The Blood Knight has a Blood Pool intrinsic ability, available from an early
point in the game. The cost is always 50% of your max hp.
Blood Pool creates a Blood Potion with your own blood! What kind of Blood
Potion? Well (and please help me out here):
Level 1: Potion of Average Blood. It tastes salty. No effect.
Level 10: Potion of Young Blood. Heals a bit.
Level 20: Potion of Strong Blood. +2 Fighting stats for a bit.
Level 30: Potion of Quick Blood. Extra speed for a bit. +2 fighting stats for
a bit.
Level 40: Potion of Heroic Blood. Extra speed for a bit. Heroism and +3
fighting stats for a bit.
Level 50: Potion of Immortal Blood. Heals 300hp. Restores all stats and life.
Cures stunning (but not cuts). Extra speed and heroism for a bit. +4
fighting stats for a bit.
Anyway, I think the idea of making variously powered blood potions all
throughout the game would be fun. We can balance this power in a number of
ways.
[1] You can only activate this ability every so often, perhaps once or twice
per day (So some sort of new player counter).
[2] You can only have so many blood potions at a time (both home and inventory
... shopkeepers have no interest in your blood potions!)
[3] Blood potions sour. After a few hours, they become useless. (Not sure how
to implement this ... perhaps every so often they just randomly disappear? But
I'd prefer an object timestamp (turncount) and after so many turns, they become
spoiled).
Original comment by ckou...@gmail.com
on 4 Nov 2010 at 8:02
Hm, I'm not sure I agree with this direction; primarily because the Blood
Knight already has lots of interesting features. Maybe potion-crafting should
be forked out to a different class (maybe Bloodcrafter? Could be a subclass of
a generalized "Crafter" class, which would include Weaponsmiths).
Another thing, I had in mind the idea that the Blood Knight is all about
sacrificing his own health to kill his enemies more quickly. +2 Fighting Stats
(which I interpreted to be STR, DEX, CON) doesn't fit well with this theme,
because the +2 CON gives the Blood Knight more HP. Same thing with Young
Blood, which heals the Blood Knight, whereas I want things that hurt the Blood
Knight's HP.
If we do want to keep the array of Potions as part of the Blood Knights
Arsenal, we can make it so that each potion yields a temporary penalty to CON
(with the penalty increasing for more powerful potions), which has to expire
naturally (cannot be restored by Blood Bath).
Along a similar vein, let's make it so that Blood Rage gives only the Haste and
Berserk effects, and not the mini-heal associated with a !oBerserkStrength.
Original comment by caltech....@gmail.com
on 4 Nov 2010 at 10:34
So, just the CL45 Blood Pool, then? You'll get a Potion of Blood that heals
150hp. You can make as many as you want ... for now. (Really, in the final
battle, healing 150hp is not that useful, since you will need to teleport out
of line of sight to do it). I suppose you could carry a few hundred of these
... We'll take steps to tone it down later if need be.
Original comment by ckou...@gmail.com
on 4 Nov 2010 at 11:19
Added for 0.0.4
===============
Initial coding complete. We'll need to rebalance after some playtesting.
Original comment by ckou...@gmail.com
on 6 Nov 2010 at 3:50
Original comment by ckou...@gmail.com
on 12 Nov 2010 at 10:22
Original issue reported on code.google.com by
caltech....@gmail.com
on 2 Nov 2010 at 5:50