wild infusion vs blindness
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wild infusion vs blindness
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
I agree; is there a chance of wild infusions ever removing effects based on severity rather than randomness?
Step One: Redux
Step Two: Paradox Clone
Step Three: Watch game go insane.
Step Two: Paradox Clone
Step Three: Watch game go insane.
Re: wild infusion vs blindness
"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.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: wild infusion vs blindness
Another way would be to move "illuminated" to the "other" timed effects instead of the "physical" ones.
Re: wild infusion vs blindness
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.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.
Not saying that's best, just an idea.
Re: wild infusion vs blindness
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
I like lukep's idea, but I'm not the one that needs to be convinced

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- Uruivellas
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Re: wild infusion vs blindness
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.
You could even make that the tier 4 or 5 version of wild infusions, or maybe a specific late-game artifact infusion.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: wild infusion vs blindness
How about something like a Wild Infusion (15%, cure physical x2) as possible?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: wild infusion vs blindness
I was thinking rather effects that are put at the same time could be "linked" and taking one out takes both
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- Uruivellas
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Re: wild infusion vs blindness
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
That makes the most sense. If I teleport away I can understand still being blind, but why would I still be lit up?Mewtarthio wrote:Why not make the illumination effect a map effect, like Bathe in Light but with stealth reduction instead of healing?
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Re: wild infusion vs blindness
Because it sprays you with glowing gloop.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.
