Tainted but not completely

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A place for all your ideas and woes regarding game balance.
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Spoops
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Re: Tainted but not completely

Post by Spoops » Wed Jan 09, 2019 4:37 pm

Well the thing is, is that SAN and FAI are very specific to certain builds, they don't typically fit a melee fighter's role unless under certain circumstances, also not only to mention but old Tainted pertained to STR which was widely used in every physical fighter's build pre-GR, and while that hopefully persists today, some weapons don't benefit from a massive amount of STR as others do, causing a very large imbalance.

With that logic one should relate its effects to the weapon stats themselves and not any player stats, I'd hate for an enchant/curse to start becoming a stat buffer after all, I've actually wanted to propose a rework to Cursed effects in general, you never see Haunted/Parasitic/Tainted/Fleeting EVER be used in favor of rustic.

You could rework it into an offshoot of the Cursed enchant that monsters are frequently seen with, just have melee weapons inflict a random status from a list (not including stun, of course.) at the cost of some weapon stats, like accuracy/power/critical

Or give it scaled weapon power in return for the other weapon stats like accuracy/critical/weight

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Lolzytripd
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Re: Tainted but not completely

Post by Lolzytripd » Wed Jan 09, 2019 5:02 pm

Spoops wrote:
Wed Jan 09, 2019 4:37 pm
Well the thing is, is that SAN and FAI are very specific to certain builds, they don't typically fit a melee fighter's role unless under certain circumstances, also not only to mention but old Tainted pertained to STR which was widely used in every physical fighter's build pre-GR, and while that hopefully persists today, some weapons don't benefit from a massive amount of STR as others do, causing a very large imbalance.

With that logic one should relate its effects to the weapon stats themselves and not any player stats, I'd hate for an enchant/curse to start becoming a stat buffer after all, I've actually wanted to propose a rework to Cursed effects in general, you never see Haunted/Parasitic/Tainted/Fleeting EVER be used in favor of rustic.

You could rework it into an offshoot of the Cursed enchant that monsters are frequently seen with, just have melee weapons inflict a random status from a list (not including stun, of course.) at the cost of some weapon stats, like accuracy/power/critical

Or give it scaled weapon power in return for the other weapon stats like accuracy/critical/weight
Hmm I think this a good train of thought.

Perhaps an unstableness to it where each turn it negatively affects one of the weapons attributes while giving a hefty buff to another.

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Neus
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Re: Tainted but not completely

Post by Neus » Mon Jan 14, 2019 11:53 pm

I'd rather change it to drop your status resist if anything.

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Chaos
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Re: Tainted but not completely

Post by Chaos » Tue Jan 15, 2019 3:49 am

Neus wrote:
Mon Jan 14, 2019 11:53 pm
I'd rather change it to drop your status resist if anything.
Sounds good.
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[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
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Snake
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Re: Tainted but not completely

Post by Snake » Tue Jan 15, 2019 9:45 pm

Sounds good.
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