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Suggestion BoardRe: Spider. On Sat Oct 20 01:39:10 2018, Mshopguy wrote:
> On Fri Oct 19 19:09:20 2018, Pythia wrote:
> > On Sun Oct 14 03:18:29 2018, Orsk wrote:
> > > Being an x-spider god :D.....
> > >
> > > Bite got a nerf when its damage got filtered multiple times through
> > varous
> > > defenses (fingolfin change).
> > >
> > > Toxin got a buff, then got a nerf when it nolonger stacked.....
(used
> to
> >
> > > be awesome the longer you fought - another fingolfin change).
> > >
> > > Web has been fiddled with so much that its fairly useless now.. It
> used
> > to
> > > be a death trap whereby if you were pulled into a web you were
better
> > off
> > > attacking/flighting the web directly than the spider (*mainly so you
> > could
> > > escape).
> > >
> > > Web also used to take a lot longer to lay out and upkeep.
> > >
> > > Pull and cocoon used to be much stronger and 1 round. Thread used to
> not
> >
> > > be easy to break (IIRC you had to have a dagger or sword wielded to
> cut
> > > thread).
> > >
> > > The Awareness and combat bonus from web used to be significant (The
> > > "toughness bonus" was more of a web took the damage for you bonus).
> > >
> > > I really do miss how spiders were,
> > >
> > > I miss warring as a spider in field wars.
> > >
> >
> >
> > I actually have no idea how spider compares with other characters, but
> > that is only because my first hero is a spider.
> >
> > But here are some observations
> >
> >
> > 1. Cocoon (for heals) seems to be not worth it - I agree with
ItsyBitsy
> > that it could be modified - even a 19+6 cocoon corpse restores minimal
> sp,
> > although you can feed from it lots of times. So it seems that cocooned
> > corpses are only good out of combat - but quickheal does better (with
> the
> > time taken to spin and feed...)
> >
> > 2. For pull, it would be nice to have more threads the higher up you
> level
> > - so you can pull between different webs, or between different mobs.
But
>
> > maybe that might be gamebreaking? Not sure.
> >
> > 3. These days I tend to kill a mob, quickheal / do other stuff, and
> > repeat - so . Ideally, it would be nice for poison bite damage to be
> > accumulated, instead of reset to zero after a new bite. Maybe (making
up
>
> > some numbers here), if a bite does 70 damage, +10 +10 + 10 over time,
> > that's a total of 100 HP damage. So if you bite twice in a row, it
> should
> > be 200 damage in total, rather than 70 + 70 + 10 + 10 + 10.
> >
> >
> Number 3 the way you describe it would be game breaking.
>
> To better explain: 5 rounds, 5 bites, 500 damage, no way to stop the
poison once it stacks. You leave the room, you have used maybe 100 sp and
just wiped out anyone +2 or lower. Not to mention if poison isnt resisted
once the victim is injected, you will be able to shred through npcs. It
would be a huge challenge to balance it. I get that it is your first hero
and it seems weak in comparison, but a lot of these classes are balanced
around much more skilled players that have played for decades and know how
to essentially abuse things that look good at face value. So it is just a
slippery slope to go down at times. You have some great ideas and I very
much get where you are coming from. In fact I dont think #2 would be game
breaking at all and could benefit you in terms of saving SP by having to
web multiple rooms. That could offset a lot of the costs you are
concerned about. Keep playing, keep testing, keep experimenting and keep
posting, even if 9 out of 10 ideas dont work out, it is still an important
contribution you have made if that 1 does and gets implemented.
>
Another thing is that bite doesn't do poison damage at all, You inject the
toxin after the skill works out wtf to do.
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