Gerswin Posted November 14 Posted November 14 Kind of like the CoT crystals, certain areas in missions or even hazard zones could have permanent buffs or debuffs attached to them. These effects could effect players, mobs, or both. For instance, deep water could do -fire dam and +fire resist for everyone, and DA fog could do +NE damage for undead and -NE resist for players. Very bright light could debuff stealth radius. Mud could debuff run speed and jump height. It would be easy to overdo it , but used sparingly on big missions like arc finales and task forces, this could add depth and verisimilitude to the combat experience. I love the idea of tying these buffs to destructible objects. For instance, a very bright light granting -stealth to an area could get sniped, cutting out the lights and allowing stealthy toons to pass through a dangerous mob. Alternately, an occult altar that radiates -psi resist could be smashed, making the possessed psionic AV more manageable. I think these effects are already in the game to some extent, but I think they could be used more strategically and dynamically than they are currently. I know that players would come up with great innovative applications if given these types of tools in the AE.
Snarky Posted November 14 Posted November 14 2 hours ago, Gerswin said: Kind of like the CoT crystals, certain areas in missions or even hazard zones could have permanent buffs or debuffs attached to them. These effects could effect players, mobs, or both. For instance, deep water could do -fire dam and +fire resist for everyone, and DA fog could do +NE damage for undead and -NE resist for players. Very bright light could debuff stealth radius. Mud could debuff run speed and jump height. It would be easy to overdo it , but used sparingly on big missions like arc finales and task forces, this could add depth and verisimilitude to the combat experience. I love the idea of tying these buffs to destructible objects. For instance, a very bright light granting -stealth to an area could get sniped, cutting out the lights and allowing stealthy toons to pass through a dangerous mob. Alternately, an occult altar that radiates -psi resist could be smashed, making the possessed psionic AV more manageable. I think these effects are already in the game to some extent, but I think they could be used more strategically and dynamically than they are currently. I know that players would come up with great innovative applications if given these types of tools in the AE. i love the idea. but... for anything other than flavor (badge hunting, real rewards, etc) it is ....power creep. a good few players can already walk on content. giving them "home free special zones" is just asking for abuse. i have seen people (just once, but still...) TP Nessie of her track and onto islands. (she is just a neck and head...)
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