Currently, most actions that cause damage cost something that you need to
regen; namely, spells sps, and offensive skills eps. However, waving those big
vorpals (or whatever) around, and parrying/dodging bunnies mighty hits doesn't
tire anyone, which I find funny.
How about adding some epcost to just being in combat? I'm sure some skill
(say, endurance) could drop it, but that'd eliminate the silliness we saw in
terms of small clonemobs being the best exp without tuner, and in general make
the basic newbie mob raping bit less rewarding.
Considering 'pound'ing a mob uses about 5 ep/tick, 'bladed fury' bit more, and
'blood harvest' and friends even more than that, say, 1-3 ep/tick (modified
perhaps by some skill such as endurance?) might be reasonable.
If you're even more into tuning (*cough*) you might give fractional epcost per
attack/dodgeparry, so those things that hit 20 times per round or are being hit
by zillion bunnies actually get tired faster, which sounds more or less fair to
me.
Currently, most actions that cause damage cost something that you need to
regen; namely, spells sps, and offensive skills eps. However, waving those big
vorpals (or whatever) around, and parrying/dodging bunnies mighty hits doesn't
tire anyone, which I find funny.
How about adding some epcost to just being in combat? I'm sure some skill
(say, endurance) could drop it, but that'd eliminate the silliness we saw in
terms of small clonemobs being the best exp without tuner, and in general make
the basic newbie mob raping bit less rewarding.
Considering 'pound'ing a mob uses about 5 ep/tick, 'bladed fury' bit more, and
'blood harvest' and friends even more than that, say, 1-3 ep/tick (modified
perhaps by some skill such as endurance?) might be reasonable.
If you're even more into tuning (*cough*) you might give fractional epcost per
attack/dodgeparry, so those things that hit 20 times per round or are being hit
by zillion bunnies actually get tired faster, which sounds more or less fair to
me.
Cheerio,
-Daerid
Yeah that sounds good, make sure tanks never use those pesky offskills! Also
make blasts cost hp, its gotta be painful firing a flaming arrow out of
yourself.
Regarding of EP cost of melee hits,
needs complete rework of moving/regening them
or is it just that mounted tanks are allowed to play after that or ones with
ship&navs that already get bonus of going to most distant&best tunes areas?
COUHG
I think Daerid's idea is excellent. I would like to suggest an extension to
it: how is it that casters only use up 'magical energy' (aka sps) at the time
the spell fires? They can stand around chaining a spell all day, interrupting
it just before it goes off, never tireing. Make spellcasting drain spell
points evenly while casting, thus making casters bleed sps throughout battle.
Every time they get interrupted, or interrupt a spell themselves, they've
still used up _some_ magical energy, no?
Sure, a skill like 'mana control' could reduce the cost of the spell in round
5 from 7 sps to 6, so that the mage wouldn't run out of spellpoints during the
first monster.