QOTD #2: How powerful do you think Elemental effects from weapons should be if they are added?
Yuquiyu
Member
A sword obtained from the depths of a dungeon in the coldest and deepest parts of the north.
Or a bow taken from a Mysterious Ranger deep in the woods.
how strong do you think the effects of these weapons should be?
example: the sword from the dungeon mentioned above could have a frost bite effect that slows down the player by 10%
small things like that
how would you scale it and should its effects be amplified for pve and dampened for pvp depending on the equipment of the enemy player?
Or a bow taken from a Mysterious Ranger deep in the woods.
how strong do you think the effects of these weapons should be?
example: the sword from the dungeon mentioned above could have a frost bite effect that slows down the player by 10%
small things like that
how would you scale it and should its effects be amplified for pve and dampened for pvp depending on the equipment of the enemy player?
2
Comments
For actives, it would be nice if they did make them strong enough to justify using and balance it with a decent cooldown.
There can be some exception to this and have items with extremely powerful effects but my general stance is that it shouldn't be too strong and should be more of something that is there for flavor. I love items that have little effects like this but sadly, they are rare in a lot of games.
I'd prefer no amplification or damping based off content type. I like my effects to be constant.
agreed
2 years later they added elemental resistance for arnors and the game turned into RNG victory or defeat.
Since then I am skeptical about elemental dmg not tied to SPECIFIC abilities.
If I had more time, I would write a shorter post.