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QCF Design Community • View topic - BLUDTUPOWA Suggestion


BLUDTUPOWA Suggestion

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BLUDTUPOWA Suggestion

Postby Darvin on Mon May 07, 2012 6:34 pm

Much has been said about the issues facing BLUDTUPOWA, so I won't repeat them in length here. In short, the old version of the glyph was too good for Binlor/Mystera worshippers and pure casters since they often had nothing they could do with their health-based resources. For everyone else, the nerf was catastrophic and turned the glyph into conversion fodder.

It's very clear that the old resource trade was roughly fair, and only overpowered in select circumstances where the total focus on mana was too valuable. So, what if we preserved the old "value" of BLUDTOPWA by making it offer mana plus something else? That something else would be something difficult for pure casters and Binlor/Mystera worshippers to leverage, but highly useful to the more typical character that currently has little use for B2P.

I propose that as you explore with B2P enabled, you build up a temporary base attack boost. This bonus would have a cap and scale by character level, and would only last for one attack. However, if you turn off BLUDTUPOWA before making your attack then the bonus is lost, so you can't power up then heal up.
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Re: BLUDTUPOWA Suggestion

Postby Blovski on Mon May 07, 2012 6:46 pm

oooh - I like this very much
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Re: BLUDTUPOWA Suggestion

Postby The Avatar on Mon May 07, 2012 7:07 pm

Hah, that's cool! That would be the ULTIMATE Orc Rogue+CYDSTEPP.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
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Re: BLUDTUPOWA Suggestion

Postby Abraxas on Mon May 07, 2012 9:52 pm

Though I do find the concept interesting for most classes, would that not further encourage Bloodmages to pursue Sanguine-fueled physical strategies as opposed to magic based strategies?
That which is not dead may eternal lie, and with strange aeons even death may die.
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Re: BLUDTUPOWA Suggestion

Postby harfatum on Mon May 07, 2012 9:56 pm

It could increase the damage on your next offensive spell, then.
Have a mug of tea.
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Re: BLUDTUPOWA Suggestion

Postby Bloggorus on Mon May 07, 2012 11:08 pm

We might be better off with a specialised nerf to spells rather than a push towards melee- something to punish users who ignore health.

I would say something like a reduction in something for consecutive spell use.

Maybe a cumulative reduction in mana, or a chance to increase spell cost, until an attack is made.

Or it could have a stored effect, like the crystal ball, with the extra mana kept in reserve until you are hit by an enemy. Then the bloodmage's own blood becomes the source of power.
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Re: BLUDTUPOWA Suggestion

Postby Darvin on Mon May 07, 2012 11:48 pm

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Re: BLUDTUPOWA Suggestion

Postby The Avatar on Tue May 08, 2012 1:39 am

Well, it's hard not to talk about both B2P and the bloodmage, because they really should synergies with each other.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
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Re: BLUDTUPOWA Suggestion

Postby Gorgon on Wed May 09, 2012 8:16 pm

How about a new offensive spell? Drains the enemy's HP and makes the next attack more powerful.

Seriously, I think this game focuses too much on BURNDAYRAZ over other glyphs.
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Re: BLUDTUPOWA Suggestion

Postby Darvin on Wed May 09, 2012 8:24 pm

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