We are likely to soon revamp how some afflictions work. The goal is to make affliction class strategy more dynamic and to give afflictions that are little used more of a reason to be used. Basically, the logic is that certain afflictions react to each other, creating dangerous side effects. Below are what we are currently considering. There's a few more groups that may also be considered but below are the ones we think show the most promise. Please feel free to comment and make suggestions on these or other afflictions (note we are only looking at afflictions you get from hexes, runes, etc.,
not warrior/monk afflictions such as lacerations, broken jaws, furrowed brow, etc.).
Intestinal (worms, dysentery, vomiting, anorexia)
- Worms + Vomiting: The damage from vomiting task is increased and causes bleeding.
- Worms + Dysentery: The damage from dysentery task is increased and causes bleeding.
- Vomiting + Dysentery: The vomiting and dysentery tasks cause balance loss.
- Worms + Vomiting + Dysentery: Major damage, bleeding and
balance loss, as well as immediately dropping target to starvation
level. If target tries to eat before curing one of these ailments,
immediately is afflicted with anorexia.
- NOTE: The "vomiting blood" ailment is removed and wherever occurs is replaced by vomiting+worms.
Lungs (black lung, shortened breath, vapors, asthma)
- Shortened Breath + Vapors/Black Lung:
- Chance (50%) to drop unconscious on vapor/black lung tic (increases
to 100% if both vapors and black lung) instead of blackout/balance
loss.
- Chance (25%) to receive asthma when trying to cure shortened
breath, vapors or black lung (increases to 50% if both vapors and black
lung). If you receive asthma instead of cure, no cure affected.
Phobic (agoraphobia, claustrophobia, fear, hypochondria, paranoia, shyness, vertigo, vestiphobia, omniphobia)
- If 2 or more phobias, causes .5% drain of max ego per second per
phobia (i.e., if you have 4 phobias, you’ll be drained 2% max ego per
second until cured).
- If 3 or more phobias, you will automatically be afflicted with omniphobia.
- If 4 or more phobias, bromide potions will no longer heal ego.
Mental (confusion, dementia, hallucinations, impatience, masochism, recklessness, stupidity)
- If 2 or more mental illnesses, causes .5% drain of max mana per
second per mental illness (i.e., if you have 4 mental illnesses, you’ll
be drained 2% max mana per second until cured).
- If 3 or more mental illnesses, causes insanity, which increases exponentially based on number of mental afflictions.
- If 4 or more mental illnesses, mana potions will no longer heal mana.
Disease (sun allergy?, pox, scabies, sickening, rigormortis)
- If 2 or more diseases, chance that attempting to cure them results
in health loss instead of the cure. Chance increases with number of
diseases.
- If 3 or more diseases, max health lowered by 10% per disease.
- If 4 or more diseases, health potions no longer have any effect.
Nerves (clumsiness, deadening, dizziness, enfeeble, epilepsy, narcolepsy, sensitivity, trembling, weakness)
- If 2 or more nervous ailments, movement speed is cut in half.
- If 3 or more nervous ailments, physical movement is impossible.
- If 4 or more nervous ailments, all wielded items become unwielded and wielding becomes impossible.
Comments
Most of the lower level ones look pretty good to me as interactions. They make the afflictions more powerful without going into the "superbly strong" realm, but I am really wary about the top-tier effects listed here. Disabling health & mana, for example. Afflictions can be (and are) thrown on quite rapidly in group combat which is most of the combat we have these days, and it feels like this will be significantly overhauling that as well.
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Meaning if they don't bleed out, they'll get manakilled, because we're not short of those either. And if either of those fail, hello fast stacking insanity illuminate kills.
Large scale group combat will result in ridiculously fast deaths, and the stacking affliction bonuses will be a huge overhaul to combat and curing priorities. Melders will drop like flies, along with other high priority targets.
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!
I'd much prefer afflictions be looked at on a case-by-case basis, and ones that are considered to be underwhelming to be buffed without adding things like negating movement/potions.
(Clan): Person1 says, "Illum hexen will do bad things to your face."
(Clan): Person2 says, "No."
(Clan): Person2 says, "You are wrong."
(Clan): Person2 says, "Its nihilist hexens."
(Clan): Person2 says, "They can autokill you in one attack."
(Clan): Person2 says, "For 0p."
(Clan): Person2 says, "For 2s balance."
(Clan): Person2 says, "Worms + Vomiting + Dysentery: Major damage, bleeding and balance loss, as well as immediately dropping target to starvation level. If target tries to eat before curing one of these alments, immediately is afflicted with anorexia."
(Clan): Person2 says, "They can do 2 with hexes and the third with their demon."
(Clan): Person2 says, "And if recent damage bombs have been any indication, major damage means major damage."
(Clan): Person2 says, "+ bleeding on top of htat."
(Clan): Person2 says, "+ starvation on top of that."
(Clan): Person2 says, "+ possible anorexia on top of that."
If that's correct, then... yeah.
Lusternia combat if anything needs to be less complex, not more.
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!
Please commit your precious time to something else!
FYI, we won't track afflictions by who gave it. That's really not doable.
In any event, this process began when we were reviewing the Wyrdenwood report and really disliked how it was replacing all the wyrdenwood afflictions (with no consideration to the logic or rp of the skills) with every bleeding affliction known (including warrior bleeding afflictions!) because apparently people didn't like the current afflictions or feeling they weren't good enough or synergized enough. Thus, if we do this, probably our first foray would be the Internal set (worms-dysentery-vomiting) and we can see how that pans out. (So, no, we weren't planning on doing everything at once).
Yes, simplifying combat is a good idea but I don't agree that this is necessarily making it more complicated. It is making the effects of ailments more powerful but not adding more ailments. (Frankly, I'd like to remove a lot of our afflictions which would help simplify combat--if someone wants to start a separate thread on that, feel free!)
I have to disagree there. There'd no longer be a clear and easy-to-understand "This affliction does that". Instead, it'd be "This affliction does that, but if you've also got this affliction or that affliction, it'd also do this, and if you have all three, you'd be hit with that". In addition, that kinda punishes fresh combatants far more than experienced ones, since they're the ones who have the hardest to keep up with afflictions. Especially since it's been pointed out (and not refuted in any way) that one guild can do all three intestinal afflictions at once (which would completely wreck novice combatants).
Otherwise they seem too strong.