https://forums.lusternia.com/discussion/3599/the-snowball-effect/p5A lot of the discussion leading to this poll being made is on that page, as well as other threads where changing how bleed works. The goal of this is to gauge how people feel about the affliction itself and how we can bring it in line with other such synergies. Poll is anon, but please keep the discussion only about how bleeding works or could be changed. This is not about any other afflictions, unless specifically to draw a parallel or use of example for a change.
EDIT: Suggestions
a) Make chervil reduce more bleeding when eaten
b) Clot's mana cost is reduced by a percentage (Let's say 50% as a trial number)
c) Chervil/clot remain same healing and cost, but ingesting chervil makes any incoming bleeding only effect you half as much.
So while classes do have active mana drains to pursue that kill method,
it is weighted towards those that also have passive mana draining (a la
bleeding or song powers etc). I'm going to make up a skillname and apply
a value to what it does so that we all have something to work with to
continue this discussion:
Syntax: SANGUINESWIPE <target>
Damage type: 100% Cutting
Applies an amount of bleeding to the target equal to the amount of damage it would apply normally.
So,
since it is a cutting attack, let's just saying it does 500 bleeding
after all resistances and damage reduction, which is reasonable to
assume that someone with a 13/13 cutting buff would do at least 500
damage with a weapon attack. How does this get handled? Well, by itself,
it isn't going to do much or really cause any threat as now the
attacker is off balance and that amount can be clotted and chervil'd
safely. Now if we have two people doing this on balance, now we're up to
1000 bleeding every 2 seconds and things become dicey. My proposition
for how to change bleed is diminishing returns on how much can be
applied. These are just theory values and are open for discussion:
100 bleeding - reduce incoming bleeding by 10%
250 bleeding - reduce incoming bleeding by 25%
500 bleeding - reduce incoming bleeding by 50%
Eating
chervil applies a short, non-strippable, buff that keeps your highest
bleeding resistance for ten seconds. Now we're looking at a way to cope
with lots of bleeding. Back to my example, you get smashed with
SanguineSwipe and hit the 50% reduction, you eat a chervil to heal some
of the bleeding, and now as they continue to swipe at you, are
effectively applying 250 bleed instead of 500. It doesn't really take
away from the actual attacks meant to cause huge amounts of bleeding,
but truly counters the small passive bleeds as that number is dwindled.
Comments
edit: at this point, I don't even care about balance. I like looking at game design as a whole, as a personal hobby, and the more I look at it the more it bugs me that bleeding is in its own personal design space.
Might as well just petition to get bleed as a synergy for your org, too. That'll also be an uphill battle, but overall it's more doable than the alternative.
Accountability is necessary.
Accountability is necessary.
So to 'fix' it? Make it so that if someone is already bleeding a certain amount, and an additional source is applied, diminishing returns for calculating the new bleed level, rather than treating the new bleed application as though they were freshly hit and it was a standalone bleed. I bleed for 500, get hit for another 400, diminish that 400 to 300 or whatever suits (actual calculations will need some tweaking to fit, I do not want this to be a nerf, only a scaled slope to keep things fair with an entire org basing its synergy on a vitals aff while remaining viable) Thoughts on that method for dealing with Bleed? Diminishing returns applied.
Why does this one affliction just exist by itself????