SamuKata
jasx_games
jasx_games

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More polls WOO

I've been considering a few features and changes going forward. I'd like to get some feedback from the community to prevent me from spending time implementing a feature that people don't want. Here's a list of features and changes as well as links to polls where you can vote:

1. Replace rest with passive regeneration and a 5th class based ability.

I think rest is pretty boring and makes certain boss fights too easy. What I propose is having health regenerate and arousal/pain fade out of combat. Because this would make clearing arousal/pain a hassle for most classes, I would reduce the damage taken/done detriments from current 50% down to 10%. I could see arousal/pain being used more by monsters and bosses instead, kinda like the anemones.

Vote here: http://www.strawpoll.me/10024654


2. Auto attack vs spell queue.

Auto attack would be a feature of melee classes that would work along with the change above. It would replace rest and make your character attack every now and then with their weapon (weapon update). It would not affect your global cooldown and you would be able to use abilities alongside auto attacking. This would mean that melee classes would have one ability fewer than casters.


The other option would be to add in a spell queue. Where you can queue up a spell to cast after its cooldown finishes and/or your current spell cast is complete.

Vote here: http://www.strawpoll.me/10024693


Additional

As far as weapons go I think I'll go with sidegrades. I want the scaling as you level up your thongs to be fairly minimal, with enchants offering a 5% power increase every 5 level. That's why I'd like to make weapons have trade offs and try to keep them somewhat balanced. Like you might find a sword that passively reduces damage done by 10% but increases damage done by 5% every time you kill a monster, stacks up to 5 times and fades after 30 sec after the last monster kill. That would make it more powerful in situations with lots of little monsters but less powerful in situations with only one big monster. Essentially making weapon choice situational. I'm still open for debate on the topic of weapons, as I won't have time to implement those for a while.


Status Report

Due to some RL noise issues I've not had enough sleep to script as much as I want in the past week, and the issue will likely remain another week. I've still  completed a fair amount of dialog in the new quest, and am now working on adding monsters and planning a boss fight.



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