Reworks Towards Detrimental RNG Mechanics in the Dark Seas

Reworks Towards Detrimental RNG Mechanics in the Dark Seas
effort 4.266666666666667 15 quality 4.588235294117647 17 reasonability 4.761904761904762 21

its mostly with being able to escape water poisoning easier, you’d still need to have really good ship equipment.

I’ve had my run end more than a few times because of waves and water poisoning, mainly because I’m trying to repair the boat while sailing back. I don’t really like how they drag you stupidly far away from your boat, it makes it easy to get killed by a shark or other sea monster. So these reworks sound good to me. Though to be honest, it IS kind of funny when you sink an atlantean ship and a giant wave sweeps them all off board.

Replying here to keep this suggestion open

Wtf a forum suggestion I agree with, you could maybe simplify the water poison changes a TINY BIT

It already is extremely simple.

Stand in rain = bar slowly fills
Swim in ocean = bar quickly fills
Taking a bath resets the bar and gives you immunity for a while
Drinking a T3+ healing potion also resets the bar and gives you immunity for a while
Water poisoning no longer kills you and if you survive the duration the bar resets and you get your ability to regen hp back but you do not get immunity.

what’s not to understand?

My… 150 saints lillies will have a use!

Well, I wasn’t trying to be rude

Neither was I, I was just explaining it and asking where any misunderstanding was.

Recently I lost a dark sea run because an atlantean on the far end of a massive island had water magic and inflicted water poisoning on me while fighting me.
Very fair!!!

(I also lost another dark sea run because my ship just randomly ceased to exist infront of me for no apparent reason but I already went over that in a bug report lol)

I didn’t even know that water poisoning was linked to the soaked effect like that. I thought it was just random… :sob:

From what I can tell, water poisoning has a chance to apply every single time you’re inflicted with “soaked” from any source.
This is why you don’t get water poisoning normally when the rain bugs out and doesn’t happen.

Meaning that, say, an atlantean with a 20 beam using water magic, would almost 100% inflict water poisoning if it landed even once regardless of if you blocked or parried it.

Good to know… Very good to know… I havent came across any water atlanteans in the second range… I did find one with flying phoenix T2, imbued with metal magic… But wow, water poisoning from water magic…

on the plus side, a water atlantean is extremely rare given the comedic amount of other potential magics an atlantean could have.

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Yus… Its rather sad vetex will never such…

vetex will never… what?

Never read suggestions, sorry… When typing I tend to either mispell everything or erase words…

he does read suggestions, though.
if I didn’t think this would get to vetex at some point I wouldn’t have bothered to write it.

now he hasn’t used Vetex's Accepted since WoM, but you can see the impact of the suggestions channel in the game if you look.

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We can only pray! Water poisoning is one of the really scare thing in I1… I dunno when it will happen hahah

true

This is not to mention if you lose any health at all while fighting an Atlantean then water poisioning will essentially oneshot you with no warning and no counterplay (I’ve lost a few dark sea runs to this)

I like the idea of water poisioning slowly building up until it harms you, it makes it kind of like a survival game aspect where you have something else slowly creeping on you that you have to take care of

On top of the ability to escape them, I think it would be cool if large enough waves to sweep you off the boat had some kind of audio & visual cue, (screenshake and roaring wave sfx) and blocking the wave prevents you from getting swept away.

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