Heroism infusion

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ghostbuster
Uruivellas
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Heroism infusion

#1 Post by ghostbuster »

I checked in the char vault and almost no character above level 30 use heroism infusion.
They can be interesting for some stats, for instance boosting str increase your physpower and your damage and ditto for magic and spellpower. But the gain is ridiculous for other stats. For instance, a boost of k in con would just increase physresist by k/3 which after rescaling provides a pathetic gain... And the max life increase is generally unexploitable.

So, I would suggest
1/ to slightly boost their power (by, say, 20-30%)
2/ to have the boost of a resource controlling stat increase the resource as well (and not only max resource). For instance a +10 heroism infusion would give +40 life with con, +50 mana, +25 stamina, etc, with will. Nothing game breaking, but, as con and will are frequently in the top 3 of any player it can contribute to make heroism infusion more appealling.

bricks
Sher'Tul
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Re: Heroism infusion

#2 Post by bricks »

As an alternative, what about directly boosting saves and powers? Temporary increases to things like health and mana always feel like a waste to me, but for a debuff-heavy class or for a hybrid class that struggles with amassing saves, heroism infusions would be incredible. This'd also make it more difficult to cheese the equipment/talent system through temporary attribute buffs, although that's not too feasible with the current system anyway.

Taking this a step further, make "Heroism" infusions buff all saves + defense, and new "Might" runes buff all powers + accuracy.
Sorry about all the parentheses (sometimes I like to clarify things).

SageAcrin
Sher'Tul Godslayer
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Re: Heroism infusion

#3 Post by SageAcrin »

Honestly, my thought for them was to have them be a sustain.

Lower the bonus, but have it be constantly on. That way, you're trading an infusion/rune slot for constant decent sized plus to stats.

It seemed fairly balanced in my head anyways.

skein
Halfling
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Re: Heroism infusion

#4 Post by skein »

It should probably just be either a sustain on stats or a straight percentage increase on damage and/or tanking.

Both options would make them useable. Something that gave a 20% resist and 20% increased damage all for 5 or 6 turns with an instantaneous usage would be cute.

Grey
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Re: Heroism infusion

#5 Post by Grey »

Plain damage boost seems good to me, though powers + saves also works. Keep it simple is the best thing. At the moment boosting stats isn't simple, because it changes a myriads of relevant mechanics in various minor ways.
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edge2054
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Re: Heroism infusion

#6 Post by edge2054 »

Speaking just from personal experience, I don't use them because of the long cooldown.

Frumple
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Re: Heroism infusion

#7 Post by Frumple »

My biggest issue with them, I think, is that they're just a generic buff. Contrast to the inscriptions I actually do use -- healing, regen, wild, movement, shield, teleport. They all do something active. The stuff that just does damage or just boosts something (I never use wild just for the damage reduction, ferex) is... it's not bad, exactly, but the inscription slots are supposed to do something more. Bloody things cost a cat point, they should be doing something more interesting than +stats, even if it's +20 or some crazy crap like that.

Maybe add a 1-3 turn unstoppable effect, sans the healing and healing prevention? Throw in a slight reduction to the stat boost, perhaps.

E:Another thing might be a 1-5 turn freeze on debuff effects. You can still accrue them, and while heroism's going their duration doesn't decrease, but for that period they just don't do anything to you.

wobbly
Archmage
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Re: Heroism infusion

#8 Post by wobbly »

Or something similar to the free-action of movement infusions?

grayswandir
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Re: Heroism infusion

#9 Post by grayswandir »

I'd suggest, in some combination:

A boost to all damage, to oppose the wild infusion's damage reduction.

Fear immunity, because that's what I think of when I hear 'heroism'

Possibly a weak stamina regen - not enough to make it the main focus of the infusion, but enough to be noticeable.

Something like spellcraft boosting your cross-tier capabilities.
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Frumple
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Re: Heroism infusion

#10 Post by Frumple »

Heh, when I think "Heroism" I think "There are no living heroes" :lol:

Something last ditch and vaguely Pyhrric would fit it best, going by that thematic base. I like the debuff freeze for that, actually. Maybe even throw on a damage multiplier, the stats, and a save reduction, so it's easier for debuffs to land on you for the duration. Possibly just make it so saves can't prevent effects, only reduce the duration of the debuff. So you buff up, ignore CC for a bit, and then crash hard :) Make it instant and it'd be a bloody excellent panic move.

Maybe for an artifact infusion, I'unno. Replace the invincibility potion?

daftigod
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Re: Heroism infusion

#11 Post by daftigod »

Maybe it could remove cool downs? Possibly, click the heroism infusion then click on X amount of talents to reset. Providence still have 30 turns left on cool down? Be an hero!

grayswandir
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Re: Heroism infusion

#12 Post by grayswandir »

I also think it would be neat if it increased all your saves by a substantial amount, say scaled about equal to your level, for the purpose of reducing effect durations but not actually resisting the effect. Give it a fairly long duration, say around 12 turns.
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lukep
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Re: Heroism infusion

#13 Post by lukep »

What about adding "Die at - 10 000 HP" to the Heroism effect? It wouldn't let you survive past the duration, but it would sure make for an amazing last stand (or you could quickly heal back to positive)
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jenx
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Re: Heroism infusion

#14 Post by jenx »

On high level cursed, they are incredibly powerful as is, because many talents scale nicely with stats, BTW.

Still, I like the changes. They are also currently too rare
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