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Thread: [Spirit] Death Ward

  1. #11
    Delayomancer Munderbunny's Avatar
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    Re: [Spirit] Death Ward

    The point I was making was about the conditions that trigger death ward. Death ward is triggered when it's timer is up AND when the player goes below a certain percentage of health, let's say 25% (I don't remember what it actually is). However, with 100% recharge, it can just go right back on EXCEPT, it won't go off if you're under 25%--it only goes off when you from greater than 25% to under 25%. So, a higher health amount could be problematic for that reason alone.

    So, I agree with you that it could be a problem, and the reason above is why.

  2. #12
    Administrator yerkyerk's Avatar
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    Re: [Spirit] Death Ward

    Quote Originally Posted by Munderbunny View Post
    Yes, I proposed the life-leech on low health. There were like 3 ******* people throwing out ideas, lol, HOW DO YOU NOT REMEMBER IT WAS ME?!?!?!?!?
    Well, heh, it's not so hard to forget stuff as it might seem

    The big problem with Death Ward right now that it gives a whopping flat non-increasable 30 health per level to your character. That's all. Actually, it's even worse, since it has a huge cooldown.

    It depends very much on what's going to happen with the -%recharge game mechanic. This is exactly why we should cap -%recharge...

    But, suppose it gets capped, we'll have to wait for that, how do you think a 1400 health buff is than? I still think it's too small for 12 points, something else should be added too. But, increasing health by a good amount seems reasonable to me, perhaps it'll be enough.

  3. #13
    Delayomancer Munderbunny's Avatar
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    Re: [Spirit] Death Ward

    I literally couldn't count the number of times it's saved me from death. While death in the normal game isn't that big a deal, because you only lose a fraction of experience, a defensive skill is meant to keep you from death. It does that successfully for very few skill points. I put a full 8 points into it, and it saves my life more than with 1 point in it.

    I really do feel like it's well balanced. I could see giving it a very small health increase, but the skill works, and it works well. 1400 health is at least half a player's health, usually more. It just seems really big. And especially with stuff like dark covenant, it's a big health giveaway.

    But, I dunno, really. I'd have to play with it a while at 1400 health before I could really say.

  4. #14

    Re: [Spirit] Death Ward

    How about you make it like a health potion where you get a flat amount and then a regenerated amount over a couple seconds? I am playing around with it myself ( I also added increased run speed with the regen buff for the quick heel-n-toe )

  5. #15
    Moderator Roland's Avatar
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    Re: [Spirit] Death Ward

    Fddkk apparently went on a spam & annoying rampage this morning.

    Posts have been reported.

  6. #16
    I agree with making it useful.

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