Joined: Fri Oct 31, 2008 4:21 pm Posts: 265 Location: California
MistStlkr wrote:
Sun, I like it. I think it adds more utility to the mogi while also taking away most of the direct damage and preventing abuse by making you stock up on tokens to do anything major....
I think this just readdresses the issue of whether the changes to water should be made permanent.
I think they need to be reversed.
MistStlkr
Post subject: Re: Nerf Wind Mogis
Posted: Tue Dec 23, 2008 7:58 pm
Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
It is one of the rare occasions when Red and I agree. I'd much rather see water go back to what it was. That said, I think what we have is a fair enough compromise and I know Jed was getting barraged with complaints about the water system as it had stood... I think that if a change had to be made, this was a clever solution that would appease a majority and still leave those of us who liked the insta-kill water with something at least. I am very glad that at least it is 2HP off the top, negating armour.
Sunyaku
Post subject: Re: Nerf Wind Mogis
Posted: Wed Dec 24, 2008 7:10 pm
Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
Another compromise on water that I could see would be instead of making water damage a static value, make it a fraction that is rounded up. If water damage did 50% rounded up, then wind mogi or magnetic beacon could kill creatures with 1 hp, but could also do significant damage to larger creatures. Just a thought anyways.
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