Please give us feedback on abilities and costs before we activate them permanently!
- Blood Scarf - Inflict more damage on bleeding target (100 silk,
60 aethergoop, 10000 gold per charge)
- Falcon Scarf - Summon a falcon that hits occasionally
attacks denizens when you attack (100 cloth, 60 aethergoop, 10000 gold per
charge)
- Headless Scarf - Those killed by wearer of scarf will
spend an extra 10 seconds in the death cycle (150 cloth, 75 aethergoop, 15000
gold per charge)
- Rainbow Scarf - Send colourful tells when worn (20 silk,
20 aethergoop, 1000 gold per charge)
- Fire Scarf - Whip target for fire damage to target (100 cloth,
60 aethergoop, 10000 gold per charge)
- Cannibal Scarf - Eat heads for sustenance when worn (20 cloth,
20 aethergoop, 1000 gold per charge)
- Vampiric Scarf - Whip target for damage, heal self (100 cloth,
60 aethergoop, 10000 gold per charge)
- Heavy Scarf - Whip target who then has delayed movement (100
cloth, 60 aethergoop, 10000 gold per charge)
- Shifting Scarf - Whip target and which lowers stat
(health/mana/ego), raises another (100 cloth, 60 aethergoop, 10000 gold per
charge)
- Armoured Scarf - When worn, armour gets +2% resist (100 cloth,
60 aethergoop, 10000 gold per charge)
I'm actually going to have Iosai weigh in on the feedback tomorrow since she coded them and will be able to answer more specifics.
Comments
Also, are you able to use multiple scarves at the same time?
-Blood scarf - how much more damage
-Falcon scarf - damage and proc chance in comparison to say the fireball spring candy
-Rainbow scarf - do we get to choose the colours and is it just the basic 16 colours
-Fire scarf - how much damage and how much bal/eq does it cost
-Vampiric scarf - how much damage and how much bal/eq does it cost
-Heavy scarf - how long does this last on the target and what is the delay
-Shifting scarf - Do we get to choose and what is the bonus/malus (keep in mind that in the x/y system maluses are taken off from the total of bonuses, so this will likely be a net negative to the target)
-Also it looks like some of these will be defences. How long do they last?
Instead, how about a scarf that instead allows you to eat player corpses (giving you a short lived, stacking regen buff), a less powerful version of Crowform's healing when you slay a denizen, or allows you to rip the face from a player corpse and wear it (no other use beyond a line in appearance. {He wears wears a badly ripped face resembling Eventru over his own})
Which means people will run out of goop far faster than they'll run out of gold, which also means it's hardly going to be a good gold sink.
Perhaps a more equitable balance would be a higher upfront goop cost for a scarf, and make the scarf permanent, and then significantly smaller goop costs per re-charge. The comm/gold costs can stay, of course. Something like 10x the above goop charges for the item, and then 1 goop (for the 20 goop per use items) or 3 goop (for the 60 goop per use items) everytime you wear the scarf.
It's hard to say until we get the numbers though.
Can we change the fire scarf? 60%+ damage is crazy big. (like you'd just use it if person was <= 60% health to kill them, so who cares about balance?)
Or like just two people do it and the persons instantly dead. Its like double targeted unleash
(Also poor armoured scarf lul)
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
Yaro was saying, let an ally kill you to farm heads before a major tournament or ascension then use the heads to be immune to mana/damage kills.
Or just 2x firescarf everyone to death instantly.
Fire scarf should simply not exist. 7000++ damage hit for any amount of recovery time is game unbalancing. That seems like a 0p single target unleash staff..
Vampire scarf is also too much, even as a single use item for the 4000+ potential hit. Also, if you are attacking, most likely you are not low on health in a significant way, so the heal is mostly useless.
Heavy scarf.. need to think more on it but it seems excessive.
The rest look great!
Happy to scale up/down any numbers as necessary. Fire brought down to 45% for now.
Considering the nature of some of these scarves, this one is exceptionally underwhelming. The only way this would be viable would be to either A: Make it increase all damage done by x% per y bleeding outside of the buff levels (don't do this) or B: Make it deal a flat amount of damage per x amount of bleeding, similar to pureblade twist (this would probably be more balanced)
So 360 extra attacks assuming you have no downtime. This is actually one of my favourite in terms of cost vs balance, while remaining something useful.
I assume vitae and other instant pop up effects bypass this?
This needs to either be denizen only or have severely reduced damage vs other players, the balance does not counter the excessive burst capabilities brought by this, you simply remove a key person from engagements in two hits. Please rethink this one and potentially shelve it until it's been redesigned.
Please give head eating a timer like all other cures, I like the concept of this, I don't like the idea of being able to tank a small army of players by spamming "eat head"
I'd rather see this one as a fixed total of damage (and potentially raise the % of damage dealt as healing to compensate) reasons being that you rarely go for the tankiest players first, yet to use this and still contribute in group damage you'll not be getting the most out of its potential usage.
Also make sure that, if it's possible, overkill damage counts towards the heal effect.
This isn't going to be as effective as you hope, most of the time now chases end with someone hitting a magical teleporter out of the area, there's some situational usage, but as people noticed, this will mostly be a newbie killer.
UNLESS you allow this to be used in peaced revolts. Oh please let this be used in peaced revolts.
This is absolutely awful in comparison to everything else. Would rather have a stronger proc effect on taking damage throughout the hour, such as a % chance to reduce any single hit taken by 25-50%. While sometimes acquiring various small bonuses and putting them all together makes for an overall greater effect, this really isn't worth the investiture and hasn't a great deal to stack with.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Does the heavy scarf work like gravity? Affecting almost every kind of movement from leaping to climbing to entering portals and such?