Bleedinglol
Moderator: Moderator
Bleedinglol
many games do this and it always makes no sense.
you can get hacked for hundreds of damage but its a good thing the enemy didnt have a talent that makes you bleed because getting hacked for hundreds of damage cant make a person bleed, only a talent to make them bleed can.
maybe a % of each attack should become a bleed effect in many cases. i dont mean hardcore roguelike but at least take a step in the direction of a little realism. thats one thing a lot of my issues with the game deal with, stuff just way too far away from how things would actually be.
if you get hacked you bleed alot. and a crit would either make you bleed even more or add a cripple. blood loss also affects stamina.
but regen or healing could stop the bleeding.
you can get hacked for hundreds of damage but its a good thing the enemy didnt have a talent that makes you bleed because getting hacked for hundreds of damage cant make a person bleed, only a talent to make them bleed can.
maybe a % of each attack should become a bleed effect in many cases. i dont mean hardcore roguelike but at least take a step in the direction of a little realism. thats one thing a lot of my issues with the game deal with, stuff just way too far away from how things would actually be.
if you get hacked you bleed alot. and a crit would either make you bleed even more or add a cripple. blood loss also affects stamina.
but regen or healing could stop the bleeding.
Re: Bleedinglol
you know what... you could just go and make a new resource "blood".
ofc, that would also alter corruption a bit, as they are pretty much using blood to cast their spells.
so your vim would refill based on the blood your enemy is losing.
and losing blood also makes debuffs like "+fatigue"
at 50% or less, you would be slowed, and at 20% or less, you would be confused, with power, again, based on the blood missing.
as cool as it would be, i think the current system is just simpler.
ofc, that would also alter corruption a bit, as they are pretty much using blood to cast their spells.
so your vim would refill based on the blood your enemy is losing.
and losing blood also makes debuffs like "+fatigue"
at 50% or less, you would be slowed, and at 20% or less, you would be confused, with power, again, based on the blood missing.
as cool as it would be, i think the current system is just simpler.
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- Halfling
- Posts: 114
- Joined: Thu Jan 14, 2016 11:10 am
Re: Bleedinglol
I don't think it'd be that hard to make a mod that turns some of the damage into bleeding.
Like, when you're about to lose life, you might lose only 75% of that life, but then an additional 50% over 10 turns or something (though it'd need to be a different debuff than "bleed" specifically and more abstracted, as plenty of creatures are immune to bleeding). That'd still increase the damage you take by 25% total, but it'd be spread out over time. Of course, this would make regen even more powerful, though it'd also reduce the issue of insta-one-hit-kills.
Like, when you're about to lose life, you might lose only 75% of that life, but then an additional 50% over 10 turns or something (though it'd need to be a different debuff than "bleed" specifically and more abstracted, as plenty of creatures are immune to bleeding). That'd still increase the damage you take by 25% total, but it'd be spread out over time. Of course, this would make regen even more powerful, though it'd also reduce the issue of insta-one-hit-kills.
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- Wyrmic
- Posts: 279
- Joined: Sun Nov 30, 2014 9:06 pm
Re: Bleedinglol
I think it would probably have to be something you balanced the game around from the start. If bleeding/wounds/limb loss is everywhere, handling those injuries becomes really important. It's more simulationist, versus the more RPG-y model abstract hit points.
Does TOME have a crazy stacking mechanic for bleeds? Or was that just burns?
Does TOME have a crazy stacking mechanic for bleeds? Or was that just burns?
Re: Bleedinglol
What's the point of such a change?
Re: Bleedinglol
no bleed after being critted with a greatsword is weired. that's al there is to it.
#gamelogic.
#gamelogic.
Re: Bleedinglol
Realism. I think that's about it.0player wrote:What's the point of such a change?
A little bit of a starters guide written by yours truly here.
Re: Bleedinglol
It's not just bleeding, you would need to rework most game mechanics to get even a passing semblance of realism. Not worth it.
Re: Bleedinglol
You're talking about realism in a game that has you moving along a square grid.
Re: Bleedinglol
There's a place for realistic systems with blood loss, limb damage etc, but ToME isn't one of them. Combat is very, very highly abstracted. Otherwise it wouldn't make any sense that you could survive being hit dozens of times by a greatsword just because your level has increased, or that being set on fire does nothing to hinder you except damage over time, or being trapped in a block of ice doesn't cause you to suffocate, and so on.
This change in particular would be an enormous amount of work and rebalancing for no real benefit except some slight realism.
This change in particular would be an enormous amount of work and rebalancing for no real benefit except some slight realism.