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Post by woqued on Dec 12, 2020 16:43:10 GMT
thoughts about changing poisons so the electrifyer works on them? And then increasing the base cost of the poison alot, to say 2b could be a nice QOL change? Poisons working with electrifiers is in line with other Styg shop purchases, seems like a good idea to me. Dunno about increasing their price that much, seems way too high and not in line with other things in the shop.
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Post by FunkySwerve on Dec 12, 2020 21:29:51 GMT
thoughts about changing poisons so the electrifyer works on them? And then increasing the base cost of the poison alot, to say 2b could be a nice QOL change? My thoughts: why? Not saying this is a bad idea, just a quetion. Funky
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Post by manuka on Dec 12, 2020 21:47:36 GMT
My thoughts: why? Not saying this is a bad idea, just a quetion. Funky I bought all the poisons and tested them out and they seem like they would be worth useing full time. Making them electrifyable would mean you dont have to visit the demi shop so often to restock on poison, similar to useing the electrifyer on the rods Basically it just saves players time
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Post by woqued on Dec 12, 2020 22:01:49 GMT
Same principle for electrifying poisons as it is for other Stygia products in Rods. Something you want to have at your disposal, and don't feel like frequenting Stygia every other Tuesday.
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Post by FunkySwerve on Dec 12, 2020 22:23:13 GMT
Basically it just saves players time So would giving them level 80 after their first kill. Need more rationale than that. Adding to hellstore and consumable chests was a way of increasing circulation. Your suggestion would be as well, though it doesn't make a lot of sense to me, since venom 'charges' are units of poison, not magic. We are toying with adding it in other ways*, however, so keep the ideas coming. Funky *including class abilities, like extra doses through more efficient use, for assassins
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Post by woqued on Dec 12, 2020 22:31:36 GMT
Perhaps we can sit on this for a while, Drunkenboastor seemed to be of the idea that the durations are fine as they are so maybe it's something that indeed needs no further adjustment beyond being accessible in Styg shop and consumable chests.
Were they added as drops to Limbo/Abyss chests as well, or Hells only?
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Post by FunkySwerve on Dec 12, 2020 22:47:23 GMT
They were. All consumables chests.
Funky
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Post by tomaan on Dec 12, 2020 23:26:50 GMT
Basically it just saves players time We are toying with adding it in other ways*, however, so keep the ideas coming. Funky *including class abilities, like extra doses through more efficient use, for assassins I'd vote for that, otherwise, I agree that the duration is fine.
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Post by Pulpo on Dec 13, 2020 1:53:41 GMT
Basically it just saves players time So would giving them level 80 after their first kill. Need more rationale than that. Adding to hellstore and consumable chests was a way of increasing circulation. Your suggestion would be as well, though it doesn't make a lot of sense to me, since venom 'charges' are units of poison, not magic. We are toying with adding it in other ways*, however, so keep the ideas coming. Funky *including class abilities, like extra doses through more efficient use, for assassins Re-charging poisons with the electrifier supports classes that use them the most and are identified by its use. That is to say, without being privy to inside conversations as to meta-visions for Classes in HG, class defining benefits should be readily available to those classes. Maybe I am wrong in this comparison but If I need to go to the demi-shop because I need more rods, more bags, or more x,y,z the lack of said item will not overly impede neither the class fantasy or practical functionality of my class. Again this argument is based on my extrapolations of the class visions via patch changes. I dont need to go to the demi shop to recharge bard song or to Green something or (insert oversimplified class value ability) An assassin and BG NEED to be poisoning in order to contribute what they have evolved into. Again I am fully aware that no one has used poisons really until the patch and that they can live without it BUT in the vain of what the patch has encouraged I see no reason not to make access to those things completely convenient. I cannot speak as to their duration as it would be a mute point if Players can use Toyshop or Demi shop Electrifiers. I, of course, am open to other ideas as well. I was thinking that this may be the simplest IRT Developement time.
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Post by dagoon on Dec 13, 2020 2:08:09 GMT
The poisons I believe should get 5x or more uses or duration at least for a “pure” assassin or bg... as they appear to be the classes that should benefit most from them. Why do I believe tying it to class is the fairest method? Otherwise every Tom, Dick and Harry with UMD would have access to one of the better perks of those two particular prestige classes.
Edit : and that’s probably easier than only making electrifyers work on poisons for certain classes, altho I could be way off there
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Post by FunkySwerve on Dec 13, 2020 5:09:49 GMT
The poisons I believe should get 5x or more uses or duration at least for a “pure” assassin or bg... as they appear to be the classes that should benefit most from them. That doesn't explain why it should be x5. I.e., what makes you think the current duration is not enough? Funky
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Post by dagoon on Dec 13, 2020 9:04:26 GMT
The poisons I believe should get 5x or more uses or duration at least for a “pure” assassin or bg... as they appear to be the classes that should benefit most from them. That doesn't explain why it should be x5. I.e., what makes you think the current duration is not enough? Funky Not necessarily the duration that isn’t long enough, more uses/doses would work too. Idea being they *should* get more mileage out of poisons/venoms than others. Locking key class perks behind consumables that need to be farmed (even hell shop is farming of sorts, having to run 2/3 of Stygia to get there) is in my book a terribly unfair idea... who else has to do that?
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Post by FunkySwerve on Dec 13, 2020 17:50:22 GMT
I don't see having useables enhance a class as unfair. In fact, I think they add another angle on class powers. I know they haven't been that prevalent on HG thus far, but it's something I'd like to see more of, honestly. Unfair? Nah. They add more dimensions to gameplay.
One thing the Team discussed last evening was adding refill containers for vemom to random loot.
Funky
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Post by dagoon on Dec 13, 2020 18:04:28 GMT
That works too, I thought poison use was supposed to be an assassin/bg thing, yet seems they’ll be just as effective for anyone with UMD 🤷🏻♂️
The main issue I personally think should be avoided is being pushed into going back to farm low level content, to enable abilities etc for current content.
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Post by Pulpo on Dec 13, 2020 20:11:27 GMT
I don't see having useables enhance a class as unfair I want to point out that I agree totally with your point with reference to new class flavor-tools to Enhance the player experience is always cool. In this instance where I digress is the relationship Assassins and poisons enjoy both in class fantasy and DnD. I dont feel that poisons are a class-enhance or flavor item for Assassins, but rather a thematic, centric, and class-defining ability. I dont know if I attribute my previous statement to BG's, however, I feel that would be a flavor for them as well as rogues if were just going by DNDISH ( Word?) Themes. That being said I am happy that were having this conversation and Poisons are a thing now. I Just feel the Assassins guild might run out of Toilet paper, maybe even ink, but a REAL (lol?) Assassins guild would never, ever, EVER Run out of poison )
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