Taints ideas
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Taints ideas
Taints are inscriptions that can be used by everyone (I think). currently the on taint in the code is Taint: Devourer which removes effects from a target and heals the caster for each effect removed. What should the restrictions on taints be. How good are they?.
Here are some ideas
Taint: ghoul (need better name) while activated there is chance to spread disease with each hit and grants ghoulish leap but you move at 50% speed
Taint: Vampire Small percentage of damage dealt is converted to health
Taint: Destroyer increase damage dealt for X turns
all of them need better names but I am sure some better ones aren't to hard to find.
Here are some ideas
Taint: ghoul (need better name) while activated there is chance to spread disease with each hit and grants ghoulish leap but you move at 50% speed
Taint: Vampire Small percentage of damage dealt is converted to health
Taint: Destroyer increase damage dealt for X turns
all of them need better names but I am sure some better ones aren't to hard to find.
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
Re: Taints ideas
The idea I had during our IRC chat was that taints need some way to differentiate themselves from runes and infusions, even if the best excuse for this is just so that they make more sense to players. But it would also make them cooler. My cool idea is this:
Taints literally 'taint' the body of the user; they are a mark of degeneration, and inflict a sustained, negative effect so long as the taint is equipped.
So the simplest such taint would be one that allows self-healing but forces a penalty to max HP, for example, though this is not one I suggest. My ideas:
Taint: Ghoulish Rot
With each melee attack action, you have a X% chance to bite your opponent with your fetid maw, doing X physical damage and either inflicting a random disease upon your target or spreading any existing diseases. The diseases do X damage per turn for X turns. However, your movement speed is also reduced by 20%. You may activate this Taint to use Ghoulish Leap with a range of X.
Notes: This is perhaps nowhere near lethal enough to justify the movement cost. It might be cooler for it to spread a unique disease, perhaps "Ghoulish Rot" itself- a DoT with a speed loss component.
Taint: Ravening Hunger
Suffering this Taint reduces your max HP by 5-15%. Ravening Hunger may be activated (instantly) to gain the Ravening effect for 2-4 turns, during which each enemy you kill regenerates X-Y of your HP, depending on its level. Also, you gain +X to your STR, MAG and CON for each enemy you kill this way, until Ravening Hunger is next off cooldown.
Notes: Basically, I want to make a taint that does a cool thing when you kill a lot of enemies at the same time, or nearly at the same time, so you can set up your evil AoE traps or synchronize your DoTs, then watch them all die and think to yourself, "Mwahaha!". This one could really use some nicer benefits, though I'm not sure at all...
Making taints like this is kind of hard, because you want to give them beefy, significant rewards that offset the harsh sustain effects (and they do need to be harsh!). This makes them very tough to write up concisely, all the more.
Suggestions?
Taints literally 'taint' the body of the user; they are a mark of degeneration, and inflict a sustained, negative effect so long as the taint is equipped.
So the simplest such taint would be one that allows self-healing but forces a penalty to max HP, for example, though this is not one I suggest. My ideas:
Taint: Ghoulish Rot
With each melee attack action, you have a X% chance to bite your opponent with your fetid maw, doing X physical damage and either inflicting a random disease upon your target or spreading any existing diseases. The diseases do X damage per turn for X turns. However, your movement speed is also reduced by 20%. You may activate this Taint to use Ghoulish Leap with a range of X.
Notes: This is perhaps nowhere near lethal enough to justify the movement cost. It might be cooler for it to spread a unique disease, perhaps "Ghoulish Rot" itself- a DoT with a speed loss component.
Taint: Ravening Hunger
Suffering this Taint reduces your max HP by 5-15%. Ravening Hunger may be activated (instantly) to gain the Ravening effect for 2-4 turns, during which each enemy you kill regenerates X-Y of your HP, depending on its level. Also, you gain +X to your STR, MAG and CON for each enemy you kill this way, until Ravening Hunger is next off cooldown.
Notes: Basically, I want to make a taint that does a cool thing when you kill a lot of enemies at the same time, or nearly at the same time, so you can set up your evil AoE traps or synchronize your DoTs, then watch them all die and think to yourself, "Mwahaha!". This one could really use some nicer benefits, though I'm not sure at all...
Making taints like this is kind of hard, because you want to give them beefy, significant rewards that offset the harsh sustain effects (and they do need to be harsh!). This makes them very tough to write up concisely, all the more.
Suggestions?
Re: Taints ideas
Ghoulish Rot is awesome. One bonus, one malus, and one activation. This should be the model for taints.
Ravening Hunger needs a little boost; also the activation seems more vampirical than ghoulish. I've split the activation off, given it a full Taint of its own, and helped Ravening Hunger.
It would be appropriate if the weaknesses as well as the powers granted by Taints increased according to the level of the Taint.
While nobody is going to like this, it must be said: the blight of the undead is magical in origin. Unless that changes, the Ziguranth will not approve of Taints. One more reason not to like anti-mages.
Taint: Ravening Hunger (revised)
Suffering this Taint reduces your max HP by 5-15%. Every enemy you kill regenerates X-Y of your HP, depending on its level. Activate to use Gnaw.
Taint: Dhampir
Suffering this Taint reduces your fire and light resistances by 10-30%. You gain Telepathy: Undead (radius X). Activate this to gain +X to your STR, MAG and CON for each enemy you kill, until Dhampir is next off cooldown.
Ravening Hunger needs a little boost; also the activation seems more vampirical than ghoulish. I've split the activation off, given it a full Taint of its own, and helped Ravening Hunger.
It would be appropriate if the weaknesses as well as the powers granted by Taints increased according to the level of the Taint.
While nobody is going to like this, it must be said: the blight of the undead is magical in origin. Unless that changes, the Ziguranth will not approve of Taints. One more reason not to like anti-mages.
Taint: Ravening Hunger (revised)
Suffering this Taint reduces your max HP by 5-15%. Every enemy you kill regenerates X-Y of your HP, depending on its level. Activate to use Gnaw.
Taint: Dhampir
Suffering this Taint reduces your fire and light resistances by 10-30%. You gain Telepathy: Undead (radius X). Activate this to gain +X to your STR, MAG and CON for each enemy you kill, until Dhampir is next off cooldown.
Re: Taints ideas
here another one
Taint: Oozing Blood
Increase damage dealt to you by a small percent (5-10) and while that happens anybody who hits you gets hit by some slime damage. Activate to send a bolt of blight/slime damage at a target
Taint: Oozing Blood
Increase damage dealt to you by a small percent (5-10) and while that happens anybody who hits you gets hit by some slime damage. Activate to send a bolt of blight/slime damage at a target
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
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- Wyrmic
- Posts: 201
- Joined: Wed Dec 06, 2006 6:58 pm
- Location: Mordor, Ohio
Re: Taints ideas
Taint: Corrupted Combat
Gives +slime damage on hit while equipped
Deducts x,y points from str, dex while equipped
Activates for +blight melee damage for n turns.
Taint: Corrupted Healing
Deducts 5-20% from Life while equipped.
Gives +x per turn natural regen while equipped
Activates for +xx healing.
Gives +slime damage on hit while equipped
Deducts x,y points from str, dex while equipped
Activates for +blight melee damage for n turns.
Taint: Corrupted Healing
Deducts 5-20% from Life while equipped.
Gives +x per turn natural regen while equipped
Activates for +xx healing.
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- Wyrmic
- Posts: 201
- Joined: Wed Dec 06, 2006 6:58 pm
- Location: Mordor, Ohio
Re: Taints ideas
Another one:
Corrupted Power
+4 to MAG.
-4 to CON.
Activates for +20 to spellpower for five turns, then dazes for 3 turns. Cooldown of 20.
Corrupted Power
+4 to MAG.
-4 to CON.
Activates for +20 to spellpower for five turns, then dazes for 3 turns. Cooldown of 20.
Re: Taints ideas
Corrupted trail: leaves behind a trail a ooze that deals blight damage . while active reduces move speed. can be activated for for a rush effect that deals blight/slime damage
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
Re: Taints ideas
moaar
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Taints ideas
Taint of Explosive Power
On activation, +5 to MAG and CUN for 20ish turns. HIGH Chance on hit: Self-targeted 1-radius fire-damage fireball that also hits you. Damage would be something like 10-20% of your max hp.
Taint of Berserker Rage
On activation, +2 to STR and DEX for everything killed, to a maximum of 10 or 20, for 20ish turns. On activation, you temporarily switch factions to a Berserker faction which is considered an enemy to everyone and everything, so escorts (or Aeryn, etc) will try to kill you. You cannot be healed for the duration of the taint, for 10 turns after the taint you lose 5% of your maximum health and stamina. Maybe as a neato factor, all your enemies could be "shapechanged" to a generic "e"nemy with a description of "This is your ENEMY. KILL IT!"
On activation, +5 to MAG and CUN for 20ish turns. HIGH Chance on hit: Self-targeted 1-radius fire-damage fireball that also hits you. Damage would be something like 10-20% of your max hp.
Taint of Berserker Rage
On activation, +2 to STR and DEX for everything killed, to a maximum of 10 or 20, for 20ish turns. On activation, you temporarily switch factions to a Berserker faction which is considered an enemy to everyone and everything, so escorts (or Aeryn, etc) will try to kill you. You cannot be healed for the duration of the taint, for 10 turns after the taint you lose 5% of your maximum health and stamina. Maybe as a neato factor, all your enemies could be "shapechanged" to a generic "e"nemy with a description of "This is your ENEMY. KILL IT!"
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- Wyrmic
- Posts: 249
- Joined: Sun Aug 15, 2004 1:19 am
- Location: Plainville, CT
Re: Taints ideas
Taint--Bony Feet
Can't wear shoes or boots, but has small natural armor (1 or 2 maybe) Can active for a kick attack, knockback plus damage.
Taint--Putrid Smell
Very small chance that a monster about to attack you in melee is revolted and refuses to do so. Store charge more and give you less when you sell to them. Activate to greatly increase the chances of revulsion for a few turns.
Can't wear shoes or boots, but has small natural armor (1 or 2 maybe) Can active for a kick attack, knockback plus damage.
Taint--Putrid Smell
Very small chance that a monster about to attack you in melee is revolted and refuses to do so. Store charge more and give you less when you sell to them. Activate to greatly increase the chances of revulsion for a few turns.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"
--Rudyard Kipling, "The Cat That Walked By Himself"
Re: Taints ideas
Corrupted hands: add blight damage and reduce attack. activate to turn wall or weak target into a slime pool (it could spread)
Banshee's voice:X% spell failure but there is a low chance to confuse those around you. Activated for a cone of confusion
Banshee's voice:X% spell failure but there is a low chance to confuse those around you. Activated for a cone of confusion
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?