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Alchemist: Resting
Posted: Tue Nov 09, 2010 11:59 am
by Vee
When resting and the golem sees an enemy (alchemist doesn't) it persues, tries to kill, gets damaged and even gets killed, without the resting being interrupted.
I think it would be reasonable to interrupt resting somewhere along this chain of events. (golem sees enemy, golem moves, golem gets damaged, ...)
Vee
Re: Alchemist: Resting
Posted: Tue Nov 09, 2010 12:28 pm
by darkgod
Ah yes .. hum
Re: Alchemist: Resting
Posted: Wed Nov 10, 2010 2:16 pm
by overtrix
There's a similar thing with escorts - though am sure it's in the "oh you daft git" category rather than "bug". You think it's a safe place to rest, are blocking nutter of the day's preferred route but not all routes. Then something ambles into view and you've to watch while NOTD zooms over at high speed to do what they do so well !
Re: Alchemist: Resting
Posted: Fri Nov 12, 2010 1:20 am
by Sirrocco
Perhaps "Ally leaves view"? (or "ally leaves area" - if any ally of yours ever moves from nearby to more than 5 or so away)
In the case of the golem, you actually track the golem's HP as one of your resources, so it shouldn't be too hard to put a "golem loses HP" rest interruption - I'm much less certain about the "ally loses HP" rest interrupt.
Mind you, any one of these could also be annoying, at a different time, and my alchemist has quite enjoyed a few of the extended siestas that occur as his Golem rampages across half the dungeon level, killing everything in its wake (and constantly getting damaged enough that he never finishes recovering fully and I keep resting)