aim critical areas

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unagi
Supporting Member 2013
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Joined: Thu Oct 28, 2010 22:01 pm

aim critical areas

Post by unagi »

It would be great if 'aim critical areas' were more effective at causing wounds; as it is now, it really isn't as useful as it could be. Most exp mobs don't last many shots, and as it is now, maybe 1/5 shots will wound (and that is probably a generous estimate). Most equip mobs don't need archer/thrower wounds because there are better options for wounding. As it stands now, it is more effective to aim for head or neck for damage.

What I would propose is to make aim critical areas do LESS damage, and have a much higher chance of wounding. This would make it more useful for general purpose use, to cause a wound to aim at. I think this would make archery more interactive, and thus more fun.
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iluth
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Location: Blighty

Post by iluth »

In addition, bleeding wounds should complete their damage faster. Since the majority of bleed damage is totally wasted in a normal situation. This is a standard problem with DoTs in all games, and definitely applies to Icesus wounds in their current state.
kraven
Supporting Member 2012
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Post by kraven »

the wounding system is more of directed toward players than mobs in first place...and dealing faster damage makes it really bad for players getting wounded in combat
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iluth
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Location: Blighty

Post by iluth »

kraven wrote:the wounding system is more of directed toward players than mobs in first place...and dealing faster damage makes it really bad for players getting wounded in combat
Good. Having a hole poked in you with blood coming out is something players should have to be worried about rather than being a minor annoyance.

Ticking for a percentage of your base health would keep it so that newbies and highbies would be affected by wounds equally.
khade
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Post by khade »

They do have to worry about wounds, a wound stops all regens until it's taken care of, so a sorcerer and earth priest especially need to remove them swiftly or they will die to their own powers.
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