wild infusion vs blindness

Everything about ToME 4.x.x. No spoilers, please

Moderator: Moderator

Post Reply
Message
Author
wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

wild infusion vs blindness

#1 Post by wobbly »

I get a little irritated when my wild infusion removes illuminate & leaves me still blinded. Any chance of this changing?

azrael
Thalore
Posts: 122
Joined: Fri Jun 08, 2012 12:18 am

Re: wild infusion vs blindness

#2 Post by azrael »

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.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: wild infusion vs blindness

#3 Post 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.
Sorry about all the parentheses (sometimes I like to clarify things).

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: wild infusion vs blindness

#4 Post by lukep »

Another way would be to move "illuminated" to the "other" timed effects instead of the "physical" ones.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: wild infusion vs blindness

#5 Post 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.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: wild infusion vs blindness

#6 Post 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

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: wild infusion vs blindness

#7 Post 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.
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. :)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: wild infusion vs blindness

#8 Post by HousePet »

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.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: wild infusion vs blindness

#9 Post by darkgod »

I was thinking rather effects that are put at the same time could be "linked" and taking one out takes both
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: wild infusion vs blindness

#10 Post by Mewtarthio »

Why not make the illumination effect a map effect, like Bathe in Light but with stealth reduction instead of healing?

hollower
Wayist
Posts: 16
Joined: Tue Jul 03, 2012 7:25 pm

Re: wild infusion vs blindness

#11 Post 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?

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: wild infusion vs blindness

#12 Post by grayswandir »

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. :)

Post Reply