TSC: Giving away the chance to make a unique and a custom Avatar! *EVENT* *Winners Announced*
" I didn't see Jumbo's other proposals and still found myself wondering why it wasn't called Creeping Death. Eerie. https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.
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" I figured one Metallica reference was enough, but I do like Creeping Death better. :) |
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" Starting my list now from work... Hope the boss doesn't see. :) www.thepoecast.com
https://itunes.apple.com/us/podcast/the-poe-cast/id573157613 @thepoecast Others Great Casts http://www.pathofexile.com/forum/view-thread/58904 |
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" I don't care about the stats/details, but that could make an awesome visual. Why do the heathen rage?
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I'm trying to work out an "addiction" mechanic for a flask that does great things, but also harms your mind significantly... This is going to be fun.
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" Here's another thought. Skip the stun and add a chance that if you run into a target directly in front of you, they become stuck in the tusks, essentially binding you together and letting you wail away at them while they're stuck in place. The downside of course is you're stuck as well. Or it could be a strength contest to drag each other around. Why do the heathen rage?
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" Oh, i already developed a system for a game that uses drugs as stat items, with a simulated addiction. Here's an exmaple: (these stats are for the other game and would not work out well here) Cocaine: +500 Health (2h) +1250 Strength (2h) +2000 Damage (2h) -300 Health (48h) -125 Strength (48) -500 Damage (48h) So that the smaller negatives last significantly longer than the positives, and if you use it, the negatives will stack, having side effects for up to days. These don't reset on relogging. Last edited by Xendran#1127 on Dec 5, 2012, 12:18:31 PM
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Mind as well.
MonstaMunch: "You're just jelly because you can't afford to mirror my rod. It's 100% reel."
GooberM: "How does that not warrant a good ol' stabby-stabby?" |
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Here's how Phantom Drummer works, it's the key issue; When you hit the air (autoattack without any target) or an enemy, you will make a sound, as if hitting a really big drum. This will give everyone (friends or foes) in the vicinity a buff/debuff. If you keep doing it, your allies will gain an attack/cast speed bonus, and your enemies a move speed and evasion reduction, depending on the frequency. Let me explain: If you hit it very fast, (refreshing the buff/debuff constantly) your friends will gain a lot of attack/cast speed but your enemies won't be slowed down so much. However, if you "drum" slowly, the friendly buff won't be so huge but the debuff will be really noticeable. The concept is to be some sort of "drummer", inspiring your companions in battle and scaring your enemies. I know this sounds complicated but it's very easy to code. It's just a buff/debuff that lasts some time (10 seconds for instance), that gives a changing bonus depending on how much time it had left when it refreshes. No need to program anything too fancy here =). By dual wielding these you could give your companions a crazy amount of support (And a kickass rythm), and it should be possible to keep it as a secondary weapon and make it go "boom" every once in a while to keep your enemies scared and under control. Last edited by Falcord#4858 on Dec 5, 2012, 2:44:39 PM
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" This could be a game in itself if there were some obscure easter egg bonuses built in if you start busting out a solo and get all Shadow Wilson/Queer Street or something. Why do the heathen rage?
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