Blood Disease Rework

Blood Disease Rework
effort 0.0 0 quality 0.0 0 reasonability 0.0 0

sorry if the numbering is confusing, I’ll link the doc I typed this in so it makes more sense. Also sorry if there’s any random references to dragon blood rituals, at first I was going to make the two kind of linked but I tossed out my idea for changing that since it was too complicated.

Blood Disease Rework

At the moment blood diseases are just plain unviable. They give DoT that doesn’t scale with your damage, and none of them last long enough to have an effect. And, you lose a sizeable chunk of your hp, so you’re just nerfing yourself. There’s no logical justification behind it. All of the things listed are what’s being changed, if it’s not mentioned then it’s remaining the same.

  1. Full Duration

    1. The status effects applied from them should have a full duration
  2. Limit Types to Magic Status Effects

    1. It would make sense if they were more magic oriented (since we’re mixing the reagents with our blood and we have special blood or something) than just potion types.
  3. Damage Scaling

    1. The damage of DoT status effects should depend on your damage, just how they normally do. However, they should deal half the damage of their regular DoT counterparts.
  4. Creation

    1. You can only make blood diseases at the moment by using higher tier reagents, but there’s no reason behind it, especially with how horrible they are at the moment.

    2. Instead of requiring higher tier reagents, they should just have different requirements depending on the amount of reagents you use

      1. When using reagents that would normally create a “decent” quality potion, it should take 10 if it’s common and 5 if it’s uncommon or rare.

        1. e.g., if you wanted a Burning Blood Disease, you would use 5 coal, since it’s an Uncommon reagent

        2. If you wanted a Scorching Blood Disease, it would take 5 Belladonna Flowers, since it’s a Rare reagent

        3. If you wanted a Poisoned Blood Disease, it would take 10 Red Urchin Spines, since it’s a Common reagent

      2. When using reagents that would normally create a “high” quality potion, it should take 5 if it’s Exotic or Rare and 1 of it’s Legendary.

        1. e.g., if you wanted a Burning Blood Disease, it would take 5 Liquid Starlight, since it’s an Exotic reagent.

        2. If you wanted a Poisoned Blood Disease, it would take 5 Poisonous Teeth, since it’s a Rare reagent

        3. If you wanted a Scorching Blood Disease, it would take 1 Scorched Metal Shard, since it’s a Legendary reagent

  5. Stacking

    1. Infused daggers should be limited to just having one effect. There’s no need for the system to be overcomplicated by having multiple effects reducing your health multiple times, and with these changes, it would be too strong in some cases to have multiple of these active.
  6. Duration

    1. Because many players struggle to find Moly, it would be easier to just remake them for some. They’ll last for 5 in-game hours (the same as the time it takes to change your talent).

      1. The Moly interaction isn’t being removed, this is just an alternative.
    2. However, taking too many can result in a bad reaction. There’s a 10% chance you become Unstable if you use another within 2 hours of your last one wearing off, which would give the same visual effect current Unstable Infused Daggers do, but increase the health decrease by 50%. Say no to drugs!

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