View Full Version : Sorceress Roulete -Furious V8-
Aerfalle
01-03-2008, 12:54 PM
Suggestion/theory the rounds per minute roulette
So we are going to think of our lovely Sorceress as an engine! A furious V8 if you like :D
http://www.autogauge.com.tw/web/products/images/2302SW3-7-b.jpg
That is the rpm meter of our Sorceress and Engine
When you give gas the RPM goes up and the car moves forward.
When you fire your direct damage spells you push the throttle and the RPM goes up.
(There might be some randomness to how much a certain spell increases your RPM.)
Now an engine does not keep its rpm and it will decrease relativly fast at high RPM and slower at lower RPM.
An engine operating at 8000 rpm will perform much better than one at 2000 rpm. But if you push the engine over 10 000 rpm it will be overloaded and BAAM !!
This gives you
a) Roulette (do I fire this spell or will I overload)
b) Skill (I know I can fire one more)
c) Randomness to certain degree
d) lots of additional options for skills/mastery/tactics RPM-related (decrease rate, increase gains & other skills)
What do you think about this? Will they use something like this? Is it good ? Whats bad? Improvements? I myself would love to play sorceress like this.
Gaktuk
01-03-2008, 01:44 PM
I could see a gambler loving the class.
Personally I would like it as an alt for random fun. I would likely blow myself up though :roll:
Tolak
01-03-2008, 02:24 PM
Im interested to see if the damage you take from (going over 10,000) RPM actually kills you or deals an amount of damage to say take 50% of your health away...whether you have 60% health at that point in time or 40% at that point when you overload on dark magic will be the life/death decision.
Everyones assuming now that when you pass that point where the magic blows up in your face it will automatically kill you (has mythic said that?) Instead I am hypothesizing it will deal a set amount of damage based on your rank and your health. Sometimes It might kill you if you have low health and other times it might not kill you.
Either way I think im gonna play sorceress, whatever Mythic uses to make the dark magic explode in your face, whether it be like the RPM style, which does paint a pretty accurate depiction of what it could be or something else...
Aerfalle
01-03-2008, 02:35 PM
Well if you master it, it almost wouldnt be gambling, that is to say you know how to play without overloading and keeping constant high RPM.
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Regarding the blowing up I think its only the engine blowing up, not you losing extra HP but when it blows your RPM goes to zero and you perhaps get an increased damage taken buff. In the introduction to Sorceress I think he meant the engine blowing up and on the sorceress page it says:
Fighting the Sorceress
With almost no physical protections, the Sorceress is vulnerable to both melee and missile assaults. However, one must time the assault perfectly in order to guarantee success. Opponents must learn the tell tale signs of a Sorceress who has built too much Dark Magic and strike only after that magic has turned on her. At this point, the Sorceress is weakest to both physical and magical assaults. Striking at a Sorceress fully in control of the Dhar around her will result in a rapid and painful demise.
Tolak
01-03-2008, 02:48 PM
Hmm to me that seems like the magic blowing up will almost never kill you...most lickly put hurt you HP wise and maby silence the sorceress or somethign similar so the opponent can use those precious seconds to strike a final blow and kill the sorceress.
OldNeptune
01-03-2008, 03:42 PM
OP, i love this! It's a great analogy for an idea that the sorc community has been mulling over. Seems like most people kind of think/hope this is the way this mechanic will work, but the RPM meter really gives us a great visual.
As for the randomness, though, i think the best way to add more risk would be to increase the blow-up meter by how much damage the spell does, not just by casting it. That way, when you're in the "red zone" (8,000-9,000) you have to consider your spell's critical damage, opponent's magical resists and the chance to crit; way more to worry about when you're in the heat of battle ;)
anyway, well done!
Diminish
01-04-2008, 07:02 AM
I like your idea and i do imagine playing the sorcerer like that. As for the backlash, i imagine that the damage you get will be a fraction of what the spell did that you were casting when you overloaded.
Lemures
01-07-2008, 01:13 PM
Yeah I was thinking before some kind of meter system would be perfect for it... Or possibly even a visual quality that you can eaisly discern.
Theres got to be some visual meter on the interface. If not, I'm sure there'll be some UI mod created very soon after release that does just that.
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