(09-20-2021, 07:08 PM)InsainArcaneBirdbrain Wrote:(09-20-2021, 05:25 PM)Snake Wrote: Maybe the ones that need to be toned up are Stab/Concussion/Cut/Burn/Acid Burn and Frostbite.
Ear Injury needs to be nerfed on its gimmick. Maybe making it so the text's font size is forced to be reduced to a smaller number like 1. It's a roleplaying game. Mechanics don't need to dictate 100% of what you perceive or not, imo.
I don't mind a cold ending in someone being treated as over encumbered, since that's what you get for not treating them in time. But maybe making your character sneeze from time to time, to show off that they're not feeling so hot is also a good deal.
Hmm, I took some time and thought up some possible side effects that would make the wounds stand out more.
Stab/Cut: Acts as a reverse food buff, in the sense any battles you finish (or if a hour ticks passes) causes you to lose HP. You are just kinda bleeding out if you leave something like this untreated after all.
Concussion: Not too sure honestly. Perhaps the same as above, but for FP?
Burn: Causes the person to lose fire res based on severity.
Acid Burn: Causes the person to lose def/res based on severity similar to the acidity debuff.
Frostbite: Same as Burn, but for ice res?
While I have nothing against those, I kinda also meant in battle cause inflicting wounds on monsters is literally doing nothing, so I add a bit if you don't mind. So I believe stab/cut wounds already have a lingering damage effect? though its something like 5 damage every two rounds or something equally laughable at crippling. Heck you do not even receive crippling wounds that often.
Anyway, I am surprised people are not actually just knocking it out from the get go. I figured most would be on the fence about those, cause they make the grind a bit harder.
ANYWAY², I pitch in some effects ontop for in battle. I will label the severity of wounds "WL" for "Wound Level".
Cut: Lingering Slash damage equal to WL*10 (meaning 50 damage at crippling)
Stab: Lingering Pierce damage equal to WL*10
Concussion: Reduce Hit and Evade by WL*5+confused at WL 3 and higher(?)
Burn/frostbite: reduce elemental resistance 5+WL*5
Acid Burn: reduce Armor/Magic armor by WL*2 (or Def/Res, whatever)
Ruptured Ear: Reduce evade versus attacks behind you WL*5 (cause can't rely on hearing? clearly you also gain sound resistance cause you can't hear stuff)
Are those actually all wounds we have? We should probably also expand the list to include other elements, so they do not feel left out. The wound system kinda has been added as a Pilot and was never touched again, which is kinda a shame.
also QUESTION:
Is there a mechanic in place that prevents you from getting more than one wound per battle, increasing a wound? Cause I can not remember ever seeing getting more or dealing more than one wound per battle at all. Heck, I think even when I AoEd a bunch of mobs I only ever saw one of them get a wound.
Is that a thing or am I crazy?
also wouldn't mind more RP gimmicks like the sniffling or sneezing for cold and stuff. A note when someones examines them (a small pop-up text in chat) would also be nice, so people outside of party might be able to actually see wounds.
And...Also the possibility to self-inflict wounds for RP effect would be nice.