Remember these guys? I already did a tiny suggestion, where I went through every member of the Team. Here it is.
But, one member in particular was receiving far more negative feedback than others, him being the Water Poisoning. Back then, I stated that the mechanic is not salvageable, and must be removed entirely. I still stand on that, but, as a guy who listens to the community, I had to come up with a rework, since people wanted it to stay, for some reason.
Dark Sea should be difficult, and there are ways to make it such, but RNG-dependant forced difficulty mechanic is not the way to do it.
I made this topic, so people could gather all their rework ideas there, and we could discuss them to polish the change further. In all, we made two separate concepts of how to make Water Poisoning not (or less) obnoxious.
Concept 1: PoI (points of interest) locator.
This one was made by me solo, and I just gonna copy and paste it there.
(Cooler than mine) Concept 2: Add a meter.
The most common solution to the problem. People donât like the mechanic appearing at the most random moments, completely unpredictable. So, just remove the RNG - easy, right?
As a base, hereâs a meter. The effect now ramps up linearly, instead of getting rolled for every 20 seconds or something. Also, Soapâs gone now. No more invalidating a game mechanic with a click of a button at any moment.
For the meter to start filling up, you need to be exposed to the rain. Swimming in the sea doubles the gain speed of the meter. Bathing in your Brig always clears it instantly, and standing under cover passively lowers the meter.
The speed at which the meter fills up scales with the range of Insanity the player is in.
Insanity 0 - Water Poisoning doesnât exist (like it already does currently)
Insanity 1 - the meter takes from 9 to 12 minutes to fill up, and you only need to stand under cover for 10 seconds to clear it. Why is it random? I donât want players to use a stopwatch, its boring and ruins immersion.
Insanity 2 - the meter takes from 7 to 10 minutes to fill up, and you need to stand under cover for 15 seconds to clear it (not 13 and 2/3, thank you).
Insanity 3 - the meter takes from 5 to 8 minutes to fill up, and you need to wait for 20 seconds under a roof.
Insanity 4 - the meter takes from 3 to 6 minutes to fill up, and you need to waste 30 seconds (40âs too much) for it to clear.
Insanity 5 - the meter takes from 10 to 15 seconds to fill up, and you canât clear it under any cover. After all, this area shouldnât be explored at all, but the player must still be given some time to exit it as soon as they notice they ventured too far.
Now, for how that meter affects the player. Multiple warning signs will appear, before Water Poisoning becomes dangerous. The stuff that happens is quoted above. The constantly refreshing effect with a short duration is there in place, so the player can hop under cover and get rid of it immediately, since the meter will drop below 100%.
Also, at 80% of the meter, this will happen. Should prove useful. When the meter does reach 100% however, the incoming damage will have to ramp up from 5% to 100% during a 60 seconds-window. Water Poisoningâs current DPS is considered 10% here. Yes, this is much more threatening, but you are given so many warnings - if the meter actually gets to 100%, that is on you. Dark Sea is a hostile place, tickle damage doesnât suit it.
Extra stuff
God Souls will prolong the time the meter needs to fill up by 10% each. I didnât apply their effect to the damage, since prolonging the timer is more beneficial. Just a small buff rewarding those who explore, should be fair.
Beast Defense decreases the damage of Water Poisoning, but I am not giving the exact stats here. Dragonblood Ritual will increase the playersâ Beast Defense, so why not.
Islands should receive more cover spots. Some rare small openings in walls with Prismatic Geodes and chests in them arenât enough, and trees donât grow everywhere. Fishing in the Dark Sea shouldnât be a race to the Brig and back every few minutes. Just scatter some rubble on the beaches that counts as cover or something.
The Brig should count as a cover spot. Simple as.
Add more events to the Dark Sea, maybe even one that replaces Water Poisoning with something much more dangerous. Just having Waves Colliding as the only event that can happen is boring. This part is barely related to the suggestion, you lot can ignore it.
Alright, that should be it. For those who didnât want to see Water Poisoning shot dead in the bronx 13 and 2/3 times in the back alley, here you go.
