- Joined
- Nov 23, 2012
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So currently working on implementing a mechanic in my game that hopefully will spice up the battles a little bit.
A Mechanic where you can use gadgets to combine spells or make them have new features:
Example:
You soak the enemy with water, opening up the ability to electrify them with Lightning spells or freeze them with frost spells.
You throw sticky oil at the targets, opening up your fire spells to ignite them.
So first off I want to discuss what you think about using craftable items to change the effects on skills, or combine spells to add different effects.
But mostly I want to see your take on HoTs (Healingovertime) and DoTs (Damageovertime) and how you set up the damage for them.
Do you use different statuses for Actors and enemies?, and how do you work with the damage that the status effects will do?
I started off with a % of the hp, but that seems to work pretty bad since the amount of hp determine how much damage it will take.
So what's your take on all this?
A Mechanic where you can use gadgets to combine spells or make them have new features:
Example:
You soak the enemy with water, opening up the ability to electrify them with Lightning spells or freeze them with frost spells.
You throw sticky oil at the targets, opening up your fire spells to ignite them.
So first off I want to discuss what you think about using craftable items to change the effects on skills, or combine spells to add different effects.
But mostly I want to see your take on HoTs (Healingovertime) and DoTs (Damageovertime) and how you set up the damage for them.
Do you use different statuses for Actors and enemies?, and how do you work with the damage that the status effects will do?
I started off with a % of the hp, but that seems to work pretty bad since the amount of hp determine how much damage it will take.
So what's your take on all this?
