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wild infusion vs blindness

Posted: Tue Sep 11, 2012 4:55 am
by wobbly
I get a little irritated when my wild infusion removes illuminate & leaves me still blinded. Any chance of this changing?

Re: wild infusion vs blindness

Posted: Tue Sep 11, 2012 11:27 pm
by azrael
I agree; is there a chance of wild infusions ever removing effects based on severity rather than randomness?

Re: wild infusion vs blindness

Posted: Wed Sep 12, 2012 1:19 am
by bricks
"Severity" would probably be too arbitrary, but I can sympathize. It was a little easier when Wild infusions were generated with more specific effect counters.

Re: wild infusion vs blindness

Posted: Wed Sep 12, 2012 1:47 am
by lukep
Another way would be to move "illuminated" to the "other" timed effects instead of the "physical" ones.

Re: wild infusion vs blindness

Posted: Wed Sep 12, 2012 7:17 am
by wobbly
bricks wrote:"Severity" would probably be too arbitrary, but I can sympathize. It was a little easier when Wild infusions were generated with more specific effect counters.
Perhaps, perhaps not. If you did it in tier levels, say: tier 1 - ilumminate, tier 2 - offguard/offbalance, tier 3 - blindness/slow, tier 4 - stun etc. Poisions you could tier of the talent level of the rogue skills. You could even set them as probabilities if you wanted to keep an element of luck.

Not saying that's best, just an idea.

Re: wild infusion vs blindness

Posted: Wed Sep 12, 2012 2:19 pm
by edge2054
I think tiering effects is a bit much. Mechanically it would be fine but it's one more thing we need to explain to new players and the game is already pretty complicated.

I like lukep's idea, but I'm not the one that needs to be convinced :P

Re: wild infusion vs blindness

Posted: Wed Sep 12, 2012 2:43 pm
by grayswandir
It should be easy enough to just let you click on the negative effect you want to remove next, and change the border to show it's selected. Then, if your infusion is capable of healing that effect, it specifically removes that one.

You could even make that the tier 4 or 5 version of wild infusions, or maybe a specific late-game artifact infusion.

Re: wild infusion vs blindness

Posted: Thu Sep 13, 2012 3:01 am
by HousePet
How about something like a Wild Infusion (15%, cure physical x2) as possible?

Re: wild infusion vs blindness

Posted: Thu Sep 13, 2012 7:21 am
by darkgod
I was thinking rather effects that are put at the same time could be "linked" and taking one out takes both

Re: wild infusion vs blindness

Posted: Thu Sep 13, 2012 3:47 pm
by Mewtarthio
Why not make the illumination effect a map effect, like Bathe in Light but with stealth reduction instead of healing?

Re: wild infusion vs blindness

Posted: Thu Sep 13, 2012 9:38 pm
by hollower
Mewtarthio wrote:Why not make the illumination effect a map effect, like Bathe in Light but with stealth reduction instead of healing?
That makes the most sense. If I teleport away I can understand still being blind, but why would I still be lit up?

Re: wild infusion vs blindness

Posted: Thu Sep 13, 2012 9:55 pm
by grayswandir
Because it sprays you with glowing gloop.