BTW, consider what the Blood Point cap means for Blood Explosion. You
only get 20 casts and you are out. For the Serpent, you won't be able
to recharge at all. If the cost is just hitpoints, then character can
farm for infinite healing much more quickly then they can farm for
blood points. If the cost is 500hp, then it will just never get any
use. HM do that damage for 32sp.
I am open to ideas. Please, what would you like to see done for the
Blood Pool? It is broken at the moment. Crafting potions of healing
is broken. I'm trying to fix it in a way that is in keeping with the
flavor of this class. My other idea was to require the sacrifice of a
human corpse, but I don't like that.
Well, here are my thoughts:
[1] Restricting to 30 is hard to implement. How to keep characters
from cheating? Of course, I can check how many are in your inventory,
and your home. But what about the floor of the dungeon? What about
dungeon shops? What about the floor of dungeon levels you have left?
(Currently, that is not possible since all info is swapped out to
disk). OK, let's get around that by keeping a global counter. Fine.
Increment on creation. Decrement on quaff. But then there is
breakage. OK, I can find that code. Monster theft? Hmmm ... you
might get it back if you kill the monster. What if the monster casts
teleport level? Dropped on the floor? Well, you might pick it up ...
or a monster might crush it. Sold to the shop? You might buy it
back. Or the shop might shuffle its inventory. I could probably do
this, but I wouldn't enjoy doing it. If I mess up tracking, players
might get screwed. And scattering logic for one class for one
particular item across the code base in 10 to 20 spots is not
something I'd like to do. We have enough of that already.
[2] With a 30 restriction, here is how I would play for all but The
Serpent. I would craft my 30 potions in the town, recall down to the
dungeon, and find 1 tough monster to kill. With my 4500hp healing, it
should be no problem, though healing in line of sight is not a good
idea. Then I would recall back and craft 30 more. I call this style
of play "One and Done."
Pretty munchkin, but I admit it is not beneath me. Especially if I
start to get frustrated at any point in the game. OK, other classes
do this as well, certainly with a couple staves of healing. But those
are hard to find, heavy, can have charges drained, and blow up in a
much more lumpy fashion then potions.
Here are my proposals:
[A] Do nothing. Players are on the honor system.
[B] Implement the 30 max restriction. I'd probably play as in [2] and
I don't think that is in character with this class.
[C] Prohibit stacking of potions of blood. Make them more powerful.
How many inventory slots would you sacrifice for potions? But again,
there is [2].
[D] Require something to make something. This is consistent with
Archers needing skeletons to make ammo. There just needs to be some
natural limitation on how many potions you can make in addition to
just regenerating your infinite supply of hit points, IMO. This was
what I was shooting for with the blood point system. Sure, you could
farm humans. But even running the Killing Fields would only get you
enough for 8 or so, and 10 max since the points capped out. I'm less
likely to farm humans, and much more likely to recall scum with the
Jewel of Judgement for potions of *healing*.
[E] Remove spell and replace with something else. How about an early
vampiric branding (no diamond edges, of course)? Personally, I've
never used vampiric branding before, since it generally comes so late,
which is why something like CL30 might make sense for this class.
Ultimately, you will swap out your vampiric blade of chaos for some
decent artifact.
> Re: Blood Point cap for Blood Explosion. 20 casts is 10k damage! It's 1/3
> of the Serpent's HP, and enough to take out all but the strongest Uniques.
> It's also a ranged attack, which I was trying to limit for Blood Knights.
> Farming for Healing has never been easy or feasible for me. The cost is 500
> HP, and a HM does it for 32 SP, but a Nature HM also heals 500 HP for a
> similar amount of SP. To me, the Blood Explosion is meant to be a way of
> killing a bunch of weak mobs in the late game, and not meant to be a staple
> offensive. Not every end-game power is a staple powerhouse... Look at
> Harikiri for the Samurai! :-D Or even Call the Void for Chaos...
I'm OK with this. I only changed it since it seems useless as an
offensive spell as is, but if that was never its intention then that
is fine.
--Chris
Well, here are my thoughts:
[1] Restricting to 30 is hard to implement. How to keep characters
from cheating? Of course, I can check how many are in your inventory,
and your home. But what about the floor of the dungeon? What about
dungeon shops? What about the floor of dungeon levels you have left?
(Currently, that is not possible since all info is swapped out to
disk). OK, let's get around that by keeping a global counter. Fine.
Increment on creation. Decrement on quaff. But then there is
breakage. OK, I can find that code. Monster theft? Hmmm ... you
might get it back if you kill the monster. What if the monster casts
teleport level? Dropped on the floor? Well, you might pick it up ...
or a monster might crush it. Sold to the shop? You might buy it
back. Or the shop might shuffle its inventory. I could probably do
this, but I wouldn't enjoy doing it. If I mess up tracking, players
might get screwed. And scattering logic for one class for one
particular item across the code base in 10 to 20 spots is not
something I'd like to do. We have enough of that already.
[2] With a 30 restriction, here is how I would play for all but The
Serpent. I would craft my 30 potions in the town, recall down to the
dungeon, and find 1 tough monster to kill. With my 4500hp healing, it
should be no problem, though healing in line of sight is not a good
idea. Then I would recall back and craft 30 more. I call this style
of play "One and Done."
Pretty munchkin, but I admit it is not beneath me. Especially if I
start to get frustrated at any point in the game. OK, other classes
do this as well, certainly with a couple staves of healing. But those
are hard to find, heavy, can have charges drained, and blow up in a
much more lumpy fashion then potions.
That's a really good idea. The only oversight is that casting must
then place it in your inventory rather then on the ground beneath you
as is normally done, but that is easily surmounted. I will ignore
thieves ...