Blessed is the opposite to cursed.
Ideas for new Status Effects
it never says anywhere whether its to be used on self or if its a party effect
and im saying you could do it next to wizards eping something and boom they cant see the boss because theyâre sitting on it
It doesnât need to, itâs describing the status effect so just assume that it applies to a single target.
âBlessedâ serves more or less the same purpose as âArmoredâ.
âDepletedâ and âSuppressedâ are just worse versions of âQuietâ.
âRestoredâ seems so specific and pointless. Itâs basically âCancel the mysticâs abilityâ.
âRadianceâ is interesting but is seems like a pain to implement, especially when you get down to the details. Keep in mind that in Realm âenemiesâ donât do damage, their projectiles do. Since âenemiesâ inside the area become invisible it should mean their projectiles from said enemies also become invisible? Otherwise, there would be no real point, youâd still get hit. But what happens to the projectiles if the boss teleports? Do the projectiles just magically spawn as well? This needs a lot of chiseling and effort to make it work and it seems like there are so many edge cases to take into consideration.
Personally, I donât understand the wording on âUnleashâ? It says that damage will deal 75%, but then damage will be increased by 25%?
âUnholyâ should only be able to affect players because if it affects enemies, bosses wonât be able to go âimmuneâ, which will cheese out most fights (unless you make ALL bosses immune to it, but at that point why bother?)
âHP decreaseâ is simple and balanced. Seems like a nice idea, albeit a bit boring.
TL;DR:
I agree that more status effects would perhaps make Realm more fun, but just adding whatever comes to our heads without putting a lot of thought into it and coming up with criticism is not the best idea. You risk making the game overfilled with pointless things. One of the beauties of RotMG is its simplicity.
Divine Dragon [ST Archer Set]
No it doesnât, thatâs like saying Curse serves the same purpose as Damaging.
Not really, one stops mana from regenerating, but you can still use it and the other depletes it but you can still use it.
It would be better suited to mid-tier enemies.
I may change it to being usable by enemies only.
No harder to implement than Darkness, it follows the same rule and concept, just reversed in terms of visibility.
No, any new projectiles that are shot out will then appear and hit you, even if the effect is still active.
Any shots outside of the AoE can still damage the player.
Incoming damage will deal 75% of its original and yours will be increased by +25%.
Same as HP Increase which is in-game.
???
You think I just thought of these one day and decided to make a post on it, Realm needs new status effects so I took the time to think of balanced effects that others would deem suitable for the game.
I donât really see how itâs pointless, and I donât risk anything.
You may want to think about how you word things because youâre beginning to come off a bit rude to me.
These effects donât stray away from the pre-existing ones.
Nothing, just thought of an idea of absorbing damage and then âunleashingâ it upon enemies.
Blessed is totally different. Armored is OP. Itâs a compromise between no defense buff and to much buff. Itâs good.
Thereâs a reason why thereâs Silence. Because Quiet is sometimes too OP. These are nice balance additions.
You donât know how useful or annoying that could be. Mystics will have a hard time trolling at times and wonât be able to dominate a boss by simply tackling one minion/boss at a time.
Um⌠Darkness??? Have you played the game yet?
To OP: I like the ideas. Theyâre quite interesting. But I think itâll need further testing and things to fully balance. Good job!
I may just give this to enemies to make stasising minions more of a challenge.
My point exactly.
Thanks, man.
Definitely, but theyâre ideas at best and they make the game slightly more diverse with less repetitive effects.
If any were ever implemented it would make introducing a new class all-the-more interesting.
I feel we have to many buffs already more buffs will just make mobs die faster then they already do
Ok?
But we need more variety.
What is the likelyhood that youâll have all classes in one area to buff each other so all buffs could take effect?
Youâre treading a very fine line between âadding new ideasâ and âgoing overboardâ.
So hereâs a question, how would a melee be able to damage something when they have the âreversedâ darkness effect? They wouldnât have much range in order to attack something outside of the hidden view.
Iâm thinking to make the radius 2.5 tiles or so which would mean Meleeâs have 1 tile that their swords can reach outside the aura.
Sounds good. But isnât there like a .5 second delay between enemies appearing and disappearing when you have the âreversedâ or regular darkness effect?
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