[.950][Balance] Regen & Poison

Neither of these effects should have anything to do with when the player acts. Their effects should have a set timer within the action menu (similar to how delayed spell casting works). The poison damage/regen effect have a little icon in the list and occur seperate from player actions. Currently in order to make the most out of regeneration your character must not use a heavy - seemingly tanky - weapon. It should also be noted that running around with a dagger makes regeneration stronger than it probably should be.

Beserk is fine to damage the character on their action since that is when they inflict the damage and faster weapons do gain a bigger bonus.

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I could go either way on this. What you say makes sense, but it could also be balanced and set in the lore that regeneration is dependent on Initiative. The vitality and speed of the body magnifies or reduces the effect of the spell. I like that initiative magnifies the benefit of regeneration. I even have my haste and slow spells set up to work on any unit. So you can haste an enemy that is poisoned. You increase his adrenaline so he is able to attack like a wild man, but that adrenaline makes his heart pump the poison through his body much faster. Likewise, you can slow a friendly unit to reduce how quickly the poison takes effect. All of this is a bit wishy washy since initiative seems to be more than one thing. Overall the interesting interactions I get from this in battles is more desirable than separating the system.